this post was submitted on 08 Jan 2025
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The Nintendo 64 has always been a difficult machine to emulate correctly. But in 2025 - we should be well and truly past all of it right? Not exactly. Issues with Plugins, performance, graphical glitches, stutters. Unless you have a very powerful machine, these are common things many of us will run into when emulating the Nintendo 64. But why? And Is there any hope for fast, accurate N64 emulation in 2025 and beyond?

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[–] [email protected] 9 points 3 months ago (1 children)

I had no issue emulating n64 games on my piece of shit machine almost 20 years ago. What even is this?

[–] [email protected] 3 points 3 months ago* (last edited 3 months ago) (1 children)

The first time I played ocarina of time, it was on a k6-2/450 with a voodo3-3000. It ran well enough that I considered it on par with a real N64. Edit: this would have been 2002/2003.

[–] [email protected] 2 points 3 months ago (1 children)

i just didn't want to say 25 years ago and have someone 'um akshuly' me about when emulation started getting viable.

[–] [email protected] 2 points 3 months ago

To be fair, I was using ultrahle, which was a very high level emulator targeting mario64 and specifically needing a GLIDE-supporting card. It did well enough on ocarina as (my understanding is that) it used the same graphics engine as Mario64 and therefore the same function calls... but there were many other games that wouldn't run at all.

[–] [email protected] 2 points 3 months ago (1 children)

Not sure if this is related but I’ve been using project 64 lately and the control stick seems way more difficult to use than the original hardware. Anyone know why this is? It makes it really tough to aim.

[–] [email protected] 2 points 3 months ago (1 children)
[–] [email protected] 1 points 3 months ago (1 children)

Yeah that’s part of it but also it’s just really tough to do fine adjustments and it seems to jump all over the place. That’s the bigger issue though the lag is a compounding factor.

[–] [email protected] 2 points 3 months ago (1 children)

Try shrinking the stick's deadzone maybe?

[–] [email protected] 3 points 3 months ago (1 children)

Tried that. The issue is that the it’s still too sensitive at the point the motion kicks in. Surprised p64 doesn’t have a sensitivity setting. Maybe another emulator would?

[–] [email protected] 2 points 3 months ago* (last edited 3 months ago) (1 children)

I thought P64 has a sensitivity curve editor? Hmm. One of the emulators has gotta have it

[–] [email protected] 2 points 3 months ago

Last time I used project 64, I used a retrobrawler (the really plugs into a N64 one) and a raphnet adapter. It was great, and the stick control did feel better than an xb360 controller.

[–] [email protected] 19 points 3 months ago (1 children)

I respect MVG a lot but this is honestly clickbait. All you have to do is:

  1. Download RetroArch
  2. Install Mupen64Plus-Next core
  3. Enable ParaLLEl RDP and RSP plugins in core settings

and you can play every game without issues. Not a broken mess by any means.

If you have resources leftover, you can even go into the core settings and turn internal resolution to 4x for better 3D graphics

[–] [email protected] 20 points 3 months ago (2 children)

You didnt watch the video, did you?

Cause the whole needing plugins and hacks to run games was exactly the point he was making, on why emulation of n64 is still in a poor shape, despite consoles before and after being emulated just fine without issue.

[–] [email protected] 4 points 3 months ago* (last edited 3 months ago)

Right, and on different platforms, too. Yes, your gaming PC can do it fine, but a PS Vita should have the horsepower to do it, too, and that's not where things are at.

And then there's homebrew stuff. Works fine on real hardware, but emulators often fail.

[–] [email protected] 7 points 3 months ago (2 children)

N64 stuff runs brilliant on MisterFpga tho.

[–] [email protected] 5 points 3 months ago (1 children)

FPGA mimics hardware 1:1 without overhead, which is why it works well. This is talking about software emulation, which has to use lots of shortcuts to make it fast enough (for most machines). The N64 has a weird architecture though that makes it difficult to find shortcuts that work well.

[–] [email protected] 5 points 3 months ago (2 children)

People tend to overstate FPGAs. They are designed as software in a funny programming language and then "burned in" to hardware. They can and do have inaccuracies and bugs.

In the long run, real hardware is going to disappear through the attrition of time, so we do need this stuff for the sake of preservation. But people tend to put it on a pedestal without really understanding it.

[–] [email protected] 3 points 3 months ago

I did some FPGA programming in school, so I totally get it. The hardware is really amazing, but the janky proprietary development toolchains not so much. Plus, Verilog is kind of a pain in the ass.

[–] [email protected] 6 points 3 months ago* (last edited 3 months ago)

FPGA emulation is another level. The video says that FPGA emulation is near flawless except homebrew.

[–] [email protected] 3 points 3 months ago (2 children)

An interesting video, but I don't really feel it got to answer the question posed. He also didn't, for me, answer why he wants to focus on LLE instead of HLE as it's been obvious that LLE is very resource intensive.

[–] [email protected] 2 points 3 months ago

That was my issue with the video as well

[–] [email protected] 3 points 3 months ago

Maybe is too soon for cycle accuracy N64 emulators. We will get it eventually.

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