![]() The main things I'd have liked to see personally are accurate three-point texture filtering (the existing texture smoothing does a decent enough job, but isn't as accurate to the N64 as the technique used in the Doom 64 remaster,) the original models (which, yes, are minimally different from the original and with interpolation disabled and enhanced models turned off are hard to distinguish from the actual Quake 64 models, but still - it's a port after all, why not go the extra mile?) and making the CRT filter a tweakable set of menu options instead of a single (forced on) filter.įor console users especially, having that filter forced on is really not an ideal way to play a port of a classic game that they are expecting to look like it did on the N64. Originally posted by gamerXT3:It`s Quake 64 as far as level design, textures, lighting and sound goes, there`s probably no need to keep the original animation or polygon models, even if that would be like the original version. I just wish they had taken the same approach they did for Doom 64. ![]() Thrilled to have it at all honestly, and I hope they do the same for Quake II 64 eventually. It's definitely adequate, don't get me wrong. Much more care was taken (some minor issues notwithstanding.) Kaiser et al never would have approached Doom 64 that way. It's a somewhat sloppy and inaccurate solution, especially given that it's forced and requires a console command to disable. Again, if that's not the case, I'm a bit (but only a bit) disappointed they didn't approach the port with the same goal of as much accuracy as possible as they did for Doom 64.Īnd the CRT filter, imo, speaks to that. But my understanding was that a somewhat different Nightdive personnel roster overall worked on this than Doom 64's port. I know Machine Games did the new Quake episodes. The port work was done by the same people as Doom 64. No, machinegames just did the new episode. If that's not the case, it's news to me (and I thank you for the correction,) but in that case I'm actually a bit more disappointed that the same approach wasn't taken for the sake of accuracy, since they've demonstrated they can do it well. (Though, to be fair, that's less necessary in this case since Quake 64 didn't have unique levels or assets in the same way Doom 64 did.) Hence this essentially being a mod designed to give a rough approximation of what Quake 64 was, rather than reverse engineering the original code and extracting original assets from the cart. But I have been led to believe that whereas Doom 64 was primarily overseen by the same team (specifically Kaiser et al) who handled Doom 64 EX, this remaster/port was handled by others (including Machine Games for the new episodes) and that this is one reason the same approach wasn't taken with this remaster vs Doom 64. See the lighting topic, for example.) Uh. As this isn't exactly a faithful port of either classic Quake or the N64 version in terms of total accuracy, even with options disabled. Originally posted by Aikido: (Though, if they ever port the unique Quake II campaign from the N64, I hope they'll let the team that ported Doom 64 do it rather than take this approach. ![]() (Though, if they ever port the unique Quake II campaign from the N64, I hope they'll let the team that ported Doom 64 do it rather than take this approach. Now I feel like I can play the modern iteration of Quake 64 I wanted in an official release finally. On PC of course we have this console/debug menu option, but having it integrated into the menu options would be preferable across all platforms IMO. Console owners don't have access to the debug menu, and it's a simple enough flag to make a menu entry for. I'm also just not a fan of forced CRT-like filters for the simple fact that, although increasingly rare, some retro collectors still have CRTs that they play their modern consoles on (believe it or not) and don't need such filters.įor both reasons, making it a menu-accessible option that can be disabled would be great. ![]() While the CRT filter is a nice option to have, truthfully, most decent CRTs back in the day, even at their low SD resolutions, were much crisper and clearer than this filter makes the game look. (Though, the texture smoothing isn't 100% accurate to the three-point texture filtering the actual N64 hardware utilized.) Which is all I wanted. With the CRT filter disabled, antialiasing off, and texture smoothing enabled, the game looks and feels like Quake 64 to me, just widescreen, with new lighting and other bells and whistles, and upscaled.
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