Re:Kawaii – A Keychain-Sized Nintendo Wii
by haunter on Monday July 22, 2024 @03:58PM
(#41039119)
The problem is when even Nintendo’s own first party titles are struggling with the hardware. That wasn’t that common with the Wii, 3DS, or previous consoles but very very very noticeable on Switch
[ Parent
| on HN ]
Re:Kawaii – A Keychain-Sized Nintendo Wii
by mrguyorama on Monday July 22, 2024 @04:43PM
(#41039601)
Super Mario 64 had abysmal performance for a title on the N64 that wasn't even that complicated compared to things that would later release on the console.
But in the 90s, when you got home with your very first device capable of rendering "real time" 3D graphics for $200, you didn't really care that "real time" meant 12fps at times. We used to have pretty low standards for framerate.
One guy optimized Mario 64 to run at 60FPS:
Mario 64 on the N64 was build without -O2 flags. Maybe with -O0 or even -g.
After a simple compiler switch, the speed skyrocketed.
And from what I understand, it’s not due to incompetence; rather, it’s due to not yet having confidence that those optimizers wouldn’t introduce bugs. The SDK and toolchain were very new; SM64’s development itself parallels that of the dev toolchain.
So, better safe than sorry, especially with a pack-in launch title.
Re:Kawaii – A Keychain-Sized Nintendo Wii
by ThatPlayer on Monday July 22, 2024 @10:32PM
(#41041971)
Kaze, who did that 60FPS optimization, has commented on other videos about how the CPU isn't fully utilized anyways, so -O2 doesn't make too much a difference in most scenarios.
https://www.youtube.com/watch?v=9_gdOKSTaxM&lc=UgyhTG4Ol46Rr...
His comment, not the video.
Ah, TIL, thanks.