• @PoorPocketsMcNewHold
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    31 year ago

    I want to point Kaze Emanuar answer to that video, known for a lot of Super Mario 64 mods, and by Nintendo who kept shutting down his projects. He has been working on many optimizations concepts for the game to allow for more liberty in modding posibilities.

    This is not entirely true. The CPU is almost never fully utilized. The mistake with the DDD lag is making the collision triangles dynamic rather than permanent. O2 compilation only mitigates this issue. It could be entirely solved by making the collision from the sub permanent (and I did that in SM64 Multiplayer, for example) Most of the lag in SM64 comes from GPU which this doesn’t change so O2 compilation doesn’t change anything for most of the game.

    And indeed, the video only concentrate in that one specific level case, instead of the whole game, and most other levels “even if they run well”.