Kaze next video: "I optimized SM64 so much that I decided to also include the full Doom source code inside Mario 64. If we press this button, Mario will pull out a Gameboy and play Doom in real time splitscreen inside the Mario 64 engine. Oh, also, this is 15 microseconds faster than the base Mario 64. With that extra bit of efficiency, I decided to also add real-time N64 ray-tracied lighting."
I cant get over how comically Shredded Kaze is, while saying all this technical jargon. WITH precision of each word use. it hits mw with whiplash every time I forget what he looks like
"Kaze, come on, you're a Nintendo nerd working on assembly code level optimizations to a game from the mid 90s, surely you're a scrawny weakling in real life. F u c k i n g - W r o n g."
Secret fact: Kaze got ripped by optimizing the poly count on his abs. If you were to count, he has 53 less triangles than the average body, all while keeping a shredded phisique.
Most of these would be 1. incredibly hard to implement with the tools they had at the time and 2. Not even known about at the time! But still kaze is awesome.
honestly the biggest timesave is the removal of the animation bones, which could easily have been implemented - whoever wrote their model exporting software just REALLY fucked up.
@@catmacopter8545 It's really weird and cool when modern knowledge / tools help progress older hardware that at that time was also capable of it ☺️. I feel like sometimes to truly go into the future, we need to go in the past.
@@KazeClips to be fair to the creators, Mario 64 was probably the first high profile 3d game. With the internet how it was back then too, they were really in uncharted territory, so we should try to cut them some slack
People used to say that Star Road was a full sequel to Mario 64, and it kinda was. But RTYI is truly looking like a next gen Gamecube sequel to Mario 64.
Hey Kaze, would you consider adding a little smoke puff effect to Mario when he lands from a jump? 64DS and Odyssey do this iirc, and it adds a bit of weight to his landing animations. If it's not to expensive on the engine I'd love to see how it looks.
@@yevgeniylankin7032 maybe might have to end up making two versions one for emulation and one for n64 hardware. Don't want all his optimizations improvements going
I love how obviously excited you are about this massive comparative improvement in render speed. It could be interpreted as bragging, but I see it more as "holy shit I did this and look how goddamn cool it is!" Also gotta love the buff dude nerding out about saving microseconds on texture loads.
also just a question, I don't know how your engine handles quads, but since the main body is one, wouldn't it export as two tris? wouldn't it be better to make it just a big tri with the texture uv fit inside it?
(TL;DR ramble about modern GPUs) 1 triangle is only faster than 2 if and only if it achieves drawing less pixels. There's very few situations where this is the case. One of them being the "full screen quad" in many game engines nowadays is actually a single triangle. You would think that since it occupies the same amount of visible screen it would draw the same amount of pixels. But it's actually less pixels because of how modern GPUs work: Each 2x2 area (4 pixels) is calculated if any of those belong to the polygon, even if it's just one pixel, therefore the boundary between the two tris of the quad will have some extra pixels calculated but never drawn. But that's only true for programmable GPUs (made in the last 15-20 years). I don't think it's the case for the N64, but I'm not an expert on it (only on modern GPUs).
I love their new look (but I have one nitpick about the animation). To me bob ombs always had somewhat of a "soldier" character to them. They patrol their area, marching around and only if they spot an enemy they loose their discipline and start to attack you. To me the new animation looks more of a comfy stroll when going slow which makes me feel like some of their character is missing. In the chase however when the animation is played faster it looks almost as if they were panicky which works pretty well. It would be cool if they had 2 animations, a marching one when patrolling and the new animation once they start chasing you.
I forgot about the changes in the description! Seeing somone take a look into how much the N64 could deliver, both with today's technical knowledge and 3D tools like blender, plus their own knowledge and skill is something I always dreamed of. It would be cool to see the performance side by side of the same level with the original models and engine.
These optimizations makes sense even in emulators if you think about. I use project 64 for Mario 64 Rom hacks and the framerate was clunky even with a good PC and settings. After Kaze published Peach's Fury, I could finally play smoothly.
The quick turn, preparatory ducking and then hopping up and speeding up run cycle you have made these look as good as bob-ombs in any modern Mario game. Bravo this is incredible work
I know little about programming. But I look forward to every update you have about your progress in the optimization of SM64. I've told friends for a while a lot of modern software and games could see benefits from the optimization of code. Programmers just don't need to right now because computational power has been going up so fast for years now.
Yes, modern software could often be optimized far better than it is. However you also gotta remember that we're already getting much better performance than n64 games typically do. Back in the 90s, 15-20fps was considered perfectly playable. Now people complain if something doesn't at least hold 60fps steady. One major difference when optimizing for consoles specifically is that you know the exact hardware. It's not possible to optimize modern PC code to the same levels Kaze does for the n64. One of the problems with modern development churning out underperforming software is that it's far easier to use some big chunky library that does everything for you than to reinvent the wheel, code it yourself, and optimize it by hand. Hell, you might not even be able to match the performance of some of those big libraries either. And companies pay by the developer hour, so unless speed really matters (and it usually doesn't, at least not that much) nobody is gonna pay you to go absolutely ham optimizing everything you can.
this romhack and the reworking of sm64 star road is my main reason for getting and now having the everdrive 64 x7. i am so unbelievably excited to see this running on my own n64
So I'm guessing then that there are two UV channels being used; One for the black texture with the highlight, and one being used for the alpha texture. The nice rounded edges are done via a soft gradient half-circle alpha texture that gets its values clamped at runtime (the old one looks like it just used a simple 1-bit alpha texture), and the mirroring is done by having half the quad outside the 0-1 UV space and using mirrored texture tiling. Or something close to that?
the N64 can not have more than one set of UV coordinates per vertex so that won't work unfortunately. in reality it is just one simple 32x64 texture in IA16 format haha
@@KazeClips Oh wow, you really can't tell it's stretched at all. Clamping the opacity like that seems to have worked miracles on giving it a clean shape. Is there any performance penalty to clamping the alpha like that over using 1-bit alpha? I would think if there's no drawback it would be the go-to solution for all simple alphas on the system.
So many N64 games had to cut content because of size or load time. How cool would it have been if they were figuring out what you are now! Totally fantastic what you can do
@@lilaa3 Every asset added effects how fast something loads and also how much you can put in one scene. Everything has a load time, RAM limit, and time cost on the processor while it is in there. The goal of good game design is to keep that nearly instantaneous and unnoticeable. So yes, he is optimizing everything so he can build more and better.
Are these separate textures or atlased? I don't know exactly how Draw calls work on the N64 hardware. My man, I fuckin love how you are so excited about this shit! Keep it up Kaze!!! I get so inspired to try to optimize more of my Unreal game!
these are not atlased. the concept of "drawcalls" applies in some capacity - all that really matters is how much texture data you load. so not atlasing textures is perfectly fine as long as you only have to use every texture once per armature. although using more than 1 texture means you can't batch any more.
What do we think of this. I mean, holy shit, that map looks bloody fan-fking-tastic. Also, yes, those bobombs look great& that little fuse detail, that is such a wonderful touch
that is so unbelievably impressive! Also how the hell did you manage to make the main texture of the black sphere be the same resolution, whilst looking like it had practically infinite resolution, without any color banding??? also, why are the eyes tris instead of quads? Is it "just" to save on one tri for each eye, or does it do something to the eye texture that would of been impossible to do if you used a quad?
Asking just in case: so far, have any of the main enemies' been modified so much that it disables some glitches? Like all the fun stuff you can pull off using Bob-ombs for example
So many people have suggested this. Last I heard, Kaze thinks it could be cool, but isn't interested in diverting time to a project like that (especially while working on RTYI).
Kaze next video: "I optimized SM64 so much that I decided to also include the full Doom source code inside Mario 64. If we press this button, Mario will pull out a Gameboy and play Doom in real time splitscreen inside the Mario 64 engine. Oh, also, this is 15 microseconds faster than the base Mario 64. With that extra bit of efficiency, I decided to also add real-time N64 ray-tracied lighting."
traced*
LOL
@@JorgetePanete ok
At this point I won't be surprised
real
The more he optimizes SM64, the more power and muscles he gains
its almost as if every-time he optimizes one thing, he does one push up.
@@lonergothonline One push up for every line of code he wipes out. Whenever he clears another one he does all of them in one sitting.
This is the most "About Bob Ombs and Microseconds on the N64" video I have ever seen in my whole life
I cant get over how comically Shredded Kaze is, while saying all this technical jargon. WITH precision of each word use.
it hits mw with whiplash every time I forget what he looks like
This is what peak performance looks like
"Kaze, come on, you're a Nintendo nerd working on assembly code level optimizations to a game from the mid 90s, surely you're a scrawny weakling in real life.
F u c k i n g - W r o n g."
Kaze is the perfect combination of Jock and Nerd
@@piperformerlycassette wtf is a jock that sound like a bird
@@moosesues8887 jocks are just shredded athletes.
Secret fact: Kaze got ripped by optimizing the poly count on his abs. If you were to count, he has 53 less triangles than the average body, all while keeping a shredded phisique.
I need a clip of Kaze saying "fucking WRONG" and pointing at the camera it's so priceless. I laughed so hard
Big Michael Reeves energy lol
Such a chad. I hope some studio hires him to make a ton of money to optimize their games.
This has stoped to look like a 64 game, and started to look like a dreamcast game
I mean actually yes that just clicked in my brain lol
stopped*
0:36 the beat drop lmao
Imagine if we got all these optimizations back in 1996. Kaze this is awesome, few more tweaks and it's gonna be perfect
Most of these would be 1. incredibly hard to implement with the tools they had at the time and 2. Not even known about at the time! But still kaze is awesome.
honestly the biggest timesave is the removal of the animation bones, which could easily have been implemented - whoever wrote their model exporting software just REALLY fucked up.
@@catmacopter8545 It's really weird and cool when modern knowledge / tools help progress older hardware that at that time was also capable of it ☺️. I feel like sometimes to truly go into the future, we need to go in the past.
@@KazeClips I would love to see you take all this optimization and make something like render 96 for actual hardware. I think that works be amazing.
@@KazeClips to be fair to the creators, Mario 64 was probably the first high profile 3d game.
With the internet how it was back then too, they were really in uncharted territory, so we should try to cut them some slack
the absolute Galaxy brain move of making the eye image planes triangles instead of squares. My gosh you never cease to amaze.
"Ok Kaze, sure you can do all that because you are on Nintendo 64"
"Fucking wrong, it was a disguised Gameboy all along !"
People used to say that Star Road was a full sequel to Mario 64, and it kinda was. But RTYI is truly looking like a next gen Gamecube sequel to Mario 64.
kaze be like:
yes i just saved half a picosecond by remaking the entire game's code 😎
This dude has the Chad energy of Terry A Davis
Absolutely, minus the extreme racism.
@@raz0rblade06 this guy is racist. To Nintendo's programming ethics
Deadass!
Hey Kaze, would you consider adding a little smoke puff effect to Mario when he lands from a jump? 64DS and Odyssey do this iirc, and it adds a bit of weight to his landing animations. If it's not to expensive on the engine I'd love to see how it looks.
worth a try! might look good
@@KazeClips And overall more 64DS features please!
@@yevgeniylankin7032 maybe might have to end up making two versions one for emulation and one for n64 hardware. Don't want all his optimizations improvements going
first time seeing kaze. damn hes buff. a chad, artist, and programmer at the same time!
the quote of 2022 "FUCKING WRONG!"
His modified SM64 engine looks like a first gen Xbox remaster!
Now add the key and you've got a completely revamped bob-omb
I love how much character their actions and animation give them
I love how obviously excited you are about this massive comparative improvement in render speed. It could be interpreted as bragging, but I see it more as "holy shit I did this and look how goddamn cool it is!"
Also gotta love the buff dude nerding out about saving microseconds on texture loads.
I never heard Kaze rant about sm64 stuff so passionately
I fucking love this
also just a question, I don't know how your engine handles quads, but since the main body is one, wouldn't it export as two tris? wouldn't it be better to make it just a big tri with the texture uv fit inside it?
quads are just 2 triangles, the bigger size is slower
@@KazeClips that's super interesting, thanks for answering
(TL;DR ramble about modern GPUs) 1 triangle is only faster than 2 if and only if it achieves drawing less pixels. There's very few situations where this is the case. One of them being the "full screen quad" in many game engines nowadays is actually a single triangle. You would think that since it occupies the same amount of visible screen it would draw the same amount of pixels. But it's actually less pixels because of how modern GPUs work: Each 2x2 area (4 pixels) is calculated if any of those belong to the polygon, even if it's just one pixel, therefore the boundary between the two tris of the quad will have some extra pixels calculated but never drawn. But that's only true for programmable GPUs (made in the last 15-20 years). I don't think it's the case for the N64, but I'm not an expert on it (only on modern GPUs).
@@KazeClips than why was it more effective for the eyes?
I noticed u used one big tri for each eye, instead of a quad
"Well obviously the sun is hot"
Kaze: "Fucking wrong!"
Thanks for sharing these clips. Some of my favorite content.
I love their new look (but I have one nitpick about the animation).
To me bob ombs always had somewhat of a "soldier" character to them. They patrol their area, marching around and only if they spot an enemy they loose their discipline and start to attack you. To me the new animation looks more of a comfy stroll when going slow which makes me feel like some of their character is missing. In the chase however when the animation is played faster it looks almost as if they were panicky which works pretty well.
It would be cool if they had 2 animations, a marching one when patrolling and the new animation once they start chasing you.
oh i like that! i might add it, if i don't forget about it.
@@KazeClips friendly reminder to not forget about this, Kaze
@@lmk10000rizz
Kaze is out here making 64 games look like they're Gamecube games and saving resources doing it.
I forgot about the changes in the description! Seeing somone take a look into how much the N64 could deliver, both with today's technical knowledge and 3D tools like blender, plus their own knowledge and skill is something I always dreamed of. It would be cool to see the performance side by side of the same level with the original models and engine.
This looks Like a Bob omb from the Gamecube Hardware. Impressiv kaze
These optimizations makes sense even in emulators if you think about.
I use project 64 for Mario 64 Rom hacks and the framerate was clunky even with a good PC and settings.
After Kaze published Peach's Fury, I could finally play smoothly.
The quick turn, preparatory ducking and then hopping up and speeding up run cycle you have made these look as good as bob-ombs in any modern Mario game. Bravo this is incredible work
This romhack is gonna be da fricken BOMB!
those little guys look so good! i love them
This About Bob Ombs and Microseconds on the N64 NEEDS to be on PC Port!
And what's the catch with PC ports?
I have to admit I always was a little bit sceptical about the animations, but this one is really really good! Silky smooth, great work!
im just wondering how did you manage to make the eye texture rounder while making it smaller?
1/4 rotated and translated? I dont know
@@u_charls_u yeah maybe
1) rotated and mirrored
2) clamping used
3) better texture format for greyscale textures
@@KazeClips nice
also thanks for answering my question
@@KazeClips How does rotation/mirroring work with the bright spot? Is that specular, not drawn onto the texture?
woah, this is the best looking level Ive seen in a hack, all the animations and textures look so good
everything looks so damn good
and that god damn chad energy throughout the video. W
agreed
Every time I think it can’t get better, it gets better. I’m VERY excited for the release.
Crazy how much you've optimized them for that level!
could use one big triangle for the body with the texture looping set to extend/clip
Guys I have a crazy mario man living in my house
I adore Bob-Ombs, so I'm delighted you made a video of this wonderful enemy!
Holy!!! That level looks so good and the exploding animation is so smooth to watch, love it!
Your dedication and efforts will never cease to impress.
The man is unstoppable with his optimizations.
I know little about programming. But I look forward to every update you have about your progress in the optimization of SM64. I've told friends for a while a lot of modern software and games could see benefits from the optimization of code. Programmers just don't need to right now because computational power has been going up so fast for years now.
Yes, modern software could often be optimized far better than it is. However you also gotta remember that we're already getting much better performance than n64 games typically do. Back in the 90s, 15-20fps was considered perfectly playable. Now people complain if something doesn't at least hold 60fps steady.
One major difference when optimizing for consoles specifically is that you know the exact hardware. It's not possible to optimize modern PC code to the same levels Kaze does for the n64.
One of the problems with modern development churning out underperforming software is that it's far easier to use some big chunky library that does everything for you than to reinvent the wheel, code it yourself, and optimize it by hand. Hell, you might not even be able to match the performance of some of those big libraries either. And companies pay by the developer hour, so unless speed really matters (and it usually doesn't, at least not that much) nobody is gonna pay you to go absolutely ham optimizing everything you can.
You gave the arguments I had yourself.. and you destroyed me before I even could open my mouth.
I'm glad you fixed the color streaking around the bomb bomb shine, the transition between white to gray and black looks much nicer now @kaze
this romhack and the reworking of sm64 star road is my main reason for getting and now having the everdrive 64 x7. i am so unbelievably excited to see this running on my own n64
Dude your bomb-ombs look incredible, I can't wait to play!
Wow your Bob-omb is way more realistic. your animation looks better then the original
Pretty soon here Kaze will start optimizing real life to get higher framerates
Not one joke of this comment never made me laugh
@@Red_cannibal good for you I guess
facts
About dry bones and drybonesseconds on the D64
this is literally something Rareware would pull if the N64 was still around. nice work!
Bob Ombs are looking better than Mario now. That's incrediable to witness.
geez This is WAY to smooth IT'S Incredible
Your optimizations are absolutely incredible! 8-D
Not only is Kaze BUFF as fuck. His brain is as big to match his BUFFness
So I'm guessing then that there are two UV channels being used; One for the black texture with the highlight, and one being used for the alpha texture. The nice rounded edges are done via a soft gradient half-circle alpha texture that gets its values clamped at runtime (the old one looks like it just used a simple 1-bit alpha texture), and the mirroring is done by having half the quad outside the 0-1 UV space and using mirrored texture tiling. Or something close to that?
the N64 can not have more than one set of UV coordinates per vertex so that won't work unfortunately. in reality it is just one simple 32x64 texture in IA16 format haha
@@KazeClips Oh wow, you really can't tell it's stretched at all. Clamping the opacity like that seems to have worked miracles on giving it a clean shape. Is there any performance penalty to clamping the alpha like that over using 1-bit alpha? I would think if there's no drawback it would be the go-to solution for all simple alphas on the system.
every time kaze says "fucking wrong" i keep thinking of sr pelo and idk why
So many N64 games had to cut content because of size or load time. How cool would it have been if they were figuring out what you are now!
Totally fantastic what you can do
@@lilaa3 Every asset added effects how fast something loads and also how much you can put in one scene. Everything has a load time, RAM limit, and time cost on the processor while it is in there. The goal of good game design is to keep that nearly instantaneous and unnoticeable. So yes, he is optimizing everything so he can build more and better.
this man is rare (in the snes and n64 era) and nauthy dog (in the ps1 era) in just one person
I'm thinking if with all the latest optimizations and other coming if the upper part of the bob-omb could be rounder like in the original model.
me: ''alright Kaze but, you know, you can't be so *Chad,* right?''
Kaze: 1:33
this is something i want lol the bomb factory is neat :3
I kneel in absolute awe.
The bob-ombs look phenomenal!
i always viewed it as technology, and experience of another era. its why I don't complain about older games and just enjoy what there was. :)
I'd love to see one of the original developer of the game react to your work!
Kaze cares about optimization so much he optimized his own body. Damn
YOOOO THOSE BOBOMBS ARE SO COOL
The level looks awesome!
Are these separate textures or atlased?
I don't know exactly how Draw calls work on the N64 hardware.
My man, I fuckin love how you are so excited about this shit! Keep it up Kaze!!! I get so inspired to try to optimize more of my Unreal game!
these are not atlased. the concept of "drawcalls" applies in some capacity - all that really matters is how much texture data you load. so not atlasing textures is perfectly fine as long as you only have to use every texture once per armature. although using more than 1 texture means you can't batch any more.
0:04 "This is the original Bob-Omb"
You cheeky liar.
where is the lie
The second one is the original model, what are you on about??
This is the definition of less is more.
Kaze quirked up on preworkout, talking about how OG bobomb was a fucking dork.
Cozy
Nintendo, HIRE THIS GUY! Haha seriously though this was a great video, they really should give you a job, you're really skilled at this.
That level you showed off is beautiful. It looks like something from the 6th generation.
What do we think of this.
I mean, holy shit, that map looks bloody fan-fking-tastic.
Also, yes, those bobombs look great& that little fuse detail, that is such a wonderful touch
that is so unbelievably impressive!
Also how the hell did you manage to make the main texture of the black sphere be the same resolution, whilst looking like it had practically infinite resolution, without any color banding???
also, why are the eyes tris instead of quads? Is it "just" to save on one tri for each eye, or does it do something to the eye texture that would of been impossible to do if you used a quad?
it's just saving 1 tri per eye. it probably doesn't even really help to do that. maybe a quad is better.
I thought they always blinked! I‘m having a Mandela moment here!
Suggestion: Could you add a blinking sound effect when the bob-omb starts blinking red? I think Galaxy does this.
bro you are straight up just a mad man
Amazing improvement! Why does the wick have a texture instead of using vertex color? Save that microsecond!
Alt title: kaze flexes about his bomb looking prettier than yours while bragging about it having 3 bones instead of 20(actual tactical advantage)
So, what you're saying is, you're a goddamn genius.
Asking just in case: so far, have any of the main enemies' been modified so much that it disables some glitches? Like all the fun stuff you can pull off using Bob-ombs for example
you can still do bomb clip with him
What about cloning ?
im not sure
Great! Im a little dissappointed that they don't make the new super mario bros wii sound when they're about to explode...
This is amazing. I love these new bob ombs.
Honestly, Kaze should just make a Mario 64 hack that's just the original game but with all your optimizations. -and maybe controls-
So many people have suggested this. Last I heard, Kaze thinks it could be cool, but isn't interested in diverting time to a project like that (especially while working on RTYI).
@@Minty_Meeo Ahh okay.
wow! this optimisation is really cool! this guy should consider optimising the rest of the game!
Have you seen any of his other videos?
Amazing, keep up the good work!
Amazing work, as always
i think these new Bobombs look way cuter
... oh my god. it's wonderful!
kaze you are a god this looks so good oh my god
I've never been so fucking wrong in my life
This is insane!! Nice work!
"But Kaze, surely you wouldn't bang my sister and let her feel the strength of your arms and abs!"
FOKING WRONG
Dang, this makes me crave a true mario 64 2. It's kinda sad that mario 64 was the first n64 game, so they didn't know as many optimization tricks