Re:Sega Saturn Architecture – A practical analysis
by nebula8804 on Tuesday March 26, 2024 @10:21PM
(#39835072)
Crash Bandicoot is a VERY different game from Ocarina Of Time. They are not comparable at all. They literally had to limit the field of view in order to get anything close to what they were targeting. Have you played the two games? The point still stands, Zelda with its vast open worlds is not feasible on a CD based console that has a max transfer rate of 300KB/s and the latency of an iceberg.
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Re:Sega Saturn Architecture – A practical analysis
by VelesDude on Wednesday March 27, 2024 @12:18AM
(#39835676)
What ND did with Crash Bandicoot was really cool to see in action (page in/out data in 64KB chunks based on location) but you are right - this relied on a very strict control of visuals. OoT didn't have this limitation.