It took some time, but with the release of Super Mario 3D All-Stars we got an official version of Super Mario 64 that was fully modernised for the HD era, to a degree. It retained its original screen ratio and ran at 30fps, but Nintendo did nonetheless sharpen up the visuals and produce what is arguably the definitive official version of the game.
Of course, Super Mario 64 is a game that draws in lots of modders, programmers and enthusiasts. A rather eye-opening unofficial project is from Daríosamo with additional elements provided by Render96; the goal is to make a version of the game that is fully ray traced, and Digital Foundry has been checking it out.
Ray tracing is an impressive lighting feature that, in reality, has become a bit of a corporate buzzword thrown around by Sony and Microsoft when promoting their hulking new beasts of consoles. In reality, a good number of implementations of the tech in console games, to date, have been half measures. It still looks great when used well on PS5 / Xbox Series X, but full-fat ray tracing is still often the preserve of those with expensive PC rigs. Of course, in the enthusiast space, you get examples like the Super Mario 64 project.
It's worth noting, before the usual Nintendo Ninja comments start, that Digital Foundry said the following about the legalities of this.
First up, a word on the origins of the PC port of Super Mario 64. The original N64 title was decompiled and source code made available, resulting in a number of ports for various platforms, including - ironically - Nintendo Switch. As it's open source, contributors are welcome to launch their own forks and add functionality to the game, which is exactly what Darío has done here with his ray traced version. In terms of legalities, the source code is readily available, and it's only compiled executables that tend to incur the wrath of Nintendo. It's perfectly possible to play a very good PC port of Super Mario 64 and this new RT alternative, but you'll have to compile the code yourself.
So, chill out.
As a concept it's an interesting implementation of the technology with an old classic. Check out the video below.
It's fun to see this sort of thing in action, and an insight into the effort and talent that's often working away in the gaming corners of the web.
Let us know what you think in the comments!
[source eurogamer.net]
Comments 56
So long, ray Bowser!
I don't get it. it looks ugly and doesn't suit the visual style at all.
Yeah, I don't like how this looks at all, but it's cool on a technical level I guess.
I am against the majority here as I indeed think that old games are the ones that benefit most of ray tracing, as the devs back then had not knologe on how simulate lights and computing power to do so.
It would look better if they made higher poly models and retextured everything in 4K
Just curious about the legality issue - was the source code made “readily available” in a 100% legal manner, or was this just part of the mega leak? Or does that not matter?
"The source code is readily available"
"Well everybody else is jumping off the bridge, I don't see why I can't."
"I am within my legal rights to use this free stolen content."
"Free Speech!!!"
The half way house of upgrading some meshes but not all and then only using flat colours, no specular maps or anything, combined with ray tracing... looks a bit odd. I don't know how far they intend to go with this but it's a cool experiment either way!
I think the main thing is that much like just remaking something in Unreal Engine doesn't make it suddenly more pretty or more impressive. Neither does just adding ray tracing. It can help and it can improve a bit but there's a whole bunch of stuff that goes along with the ray-tracing that just isn't a buzz word at the moment. Anyone interested should check out the preview breakdowns various sites have done for Ratchet & Clank: Rift Apart on PS5 which is using ray-tracing really cleverly, but it wouldn't be anything without all the additional stuff they're doing alongside it. Of course that is a well-funded, experienced triple A studio so they do have an advantage, but it gives a good insight.
This will be years off coming to an actual Nintendo console given how far behind Nintendo seem to be in this department, I mean they have only just managed to figure out 60fps and thats only with a few games, be another gen before they add 4K and two gens before we even think about having Ray tracing on a nintnedo system
Disgusting why do we need raytrace mario 64 this is just overkill I was okay with the unreal engine but this.. its appalling some people take a simple and fun game and crame it with next generation hardware
Wow serious, that mario looks like the N64 box art.
Amazing.
Never see the light of day, i sense a cease and desist coming on.
We survived so many years without Ray Tracing. I'm still not sold if realistic reflections and shadows is a revolution on gaming or another gimmick. If next gen consoles struggle to portray RT at decent frame rates i don't see any Nintendo console up for the task anytime soon
Something looks... off. Could be the unnecessary motion blur or Mario himself looking worse than modern Mario. I would only like the art style if they illegally utilized models from current Mario games, like 3D World and Odyssey.
@Jimez Not possible, the original ROM file is not included with these decompilation projects. You have to provide the ROM yourself so Nintendo can do nothing about the rest of the code that provides the enhancements.
They must really like Ray tracing
Meh... the raytracing is only noticeable on Metal Mario (20:02) and door handles (2:20)... which does look good. Everything else just looks like a texture filter 🤔
Okay Nl i'll calm down, but I'll quickly change my mind when they start selling it!
@gaga64
> was the source code made “readily available” in a 100% legal manner, or was this just part of the mega leak?
A I understand it this project comes from a long-running and painstaking reverse engineering project to decompile the original binary from the rom and convert to readable C code: https://arstechnica.com/gaming/2020/05/beyond-emulation-the-massive-effort-to-reverse-engineer-n64-source-code/
The legality is possibly a grey area but I believe decompiling a binary like this has been ruled as an legal form of clean-room reverse engineering in the past. One example is the Sony vs Connectix case where Connectix reverse-engineered the original PlayStation bios via decompilation.
Haha, realtime Mario finally looks like the creepy 90s promo renders!
@Pod
Yeah, that's the goal of the Render96 project!
It's aiming to recreate the look of the promotional artwork that was rendered using Silicon Graphics workstations. Nintendo used those workstations for a number of N64 projects, including Mario Kart 64, and Ocarina of Time.
@RupeeClock
A noble goal.
I'd imagine Nintendo adopted the SG workstations after Rare had been grabbing so much industry attention with them in the later SNES days. :V
Still not quite sure what the heck this Ray tracing thing is. Suddenly PS5 comes out and all I'm hearing about is some guy named Ray and people wanting to trace him.
@Zeldafan79
Ray tracing is a 3D rendering technique in which more accurate lighting conditions are produced by simulating the transmission of photon rays. Specifically, the way that light sources will scatter and diffuse around an environment or some surfaces.
It's been common for pre-rendered video production for a long time now, but recent advancements in graphics processing technology have made it possible to calculate ray tracing in real time.
About the legalities it's worth noting that decompilation and reverse engineering of a source code does not automatically make it legal and immune to a DMCA. One example of this happening was the reverse engineering of the GTA 3 PC version, which had its source code taken down after Rockstar complained which they apparently had good reason to do.
However, seeing as Nintendo has not done anything yet after so long it seems very possible this is here to stay.
This more of a comment on Digital Foundry's explanation of the legality of this.
"fully modernized"
"to a degree"
Oh, @ThomasBW84, we missed you so damn much.
@Stephen_H interesting. So I suppose the question then becomes how did they acquire the ROM to decompile, and whether or not purchasing the OG cartridge / Virtual Console download gives them the legal right to do that.
Not that I’m opposed to any of this, I just want to understand the legality for self education and entirely hypothetical discussion purposes.
No, really. I’m just nosey.
Theres some real goog looking levels like inside the volcano and boo’s mansion
Nice proof of concept, but agree with many that it looks quite ugly. Maybe it's the weird mix of higher-poly models with the low-poly backgrounds and low res textures, or maybe it's that ray-tracing doesn't do much for a game with such low detail to begin with.
Show me ray tracing in Super Mario Odyssey and then we're talking.
Maybe this is an unpopular opinion, but I like how this looks. I'm also the guy who liked Wind Waker HD's bloom lighting. Does it look better than the original? Absolutely not, but I wouldn't be opposed to playing the game like this.
@Slowdive even thought I like the shadows and lighting breath of the wild wasn't on the n64
It is cool but it is also a huge waste of GPU power.
I do agree that it looks a bit uninspiring so far but I expect that’ll change hugely for the better as the project continues.
No matter what people do with digital solutions, emulation etc. I’ll always feel Mario 64 looks best on a good old CRT with an RGB mod. Hasn’t improved in 25 years & probably never will.
If anyone wants to challenge me on this I’ll argue you under the table (Tongue in cheek light hearted challenge!)
it looks so beautifully ugly. this looks amazing!
@abdias They had enough knowledge that, had the power been there, they could have done anything that developers today can. They could probably have done more, in fact, because the more that power is available, the less developers learn about how to use it. Limitations are instructive.
I honestly can't tell so much of a difference that it would matter to me. I would want to play it with ray tracing if they redid the rest of the game to look good with it, but they didn't, so it seems pointless.
Yeah, this doesn't work that well with Mario 64. The art style isn't a good fit with it.
Realistic lighting isn't always going to be an artistic triumph. Extreme example, but: no one looks at Picasso's Guernica because it's an accurate depiction of how a bombed-out town looks when you turn on a lamp.
Reminds me of when I first bought an RTX card and played the Quake 2 RTX demo. It achieves diddly-nothing except for with the water, which now looks like someone's dropped a single fancy asset from Cyberpunk 2077 into a crusty old flat-polygonned world.
Stuff like this is great for passion projects, but there's a cohesion and consistency in replaying games the way they were.
@N64-ROX Did you not see how some of the projectiles light up the walls when they travel down the corridors?
I agree though. In fact I'd much rather play quake 2 on a CRT monitor with a 3dfx Voodoo card.
Interesting how harshly most people are judging an ALPHA build! Give it time, hahaha.
I’m not a fan of the green grass reflecting off Mario, but some of the other changes are looking incredible. It will be interesting to see how the project develops!
NINJA APPROVES CREEPY GREEN FACED MARIO MAKEUP
@BloodNinja Exactly, this will look much better in 6 months.
@UltimateOtaku91 Nintendo hasn't been the same since the N64/Gamecube era. They used to be about cutting edge technology and cool video games, until they found out their competitors were overtaking them in that area. While also Square-Soft, Nintendo's most reliable 3rd party developer for their platforms, jumped ship to Playstation because they didn't like Nintendo's cartridge format for their games.
And so right around the Wii era is when Nintendo decided to go full on "We're a family friendly casual game company" more so than during their previous consoles, it ended up being successful and drawing in a lot of people. But unfortunately, during the Wii U days we found out that not all casual gamers stick around for long either and most of that audience left to greener pastures like the mobile market and Microsoft's and Sony's Kinect/PS move. Now with the Switch, it looks as if they're finding a balance between casual audiences and hardcore gamers.
Interesting concept, absolutely disgusting
@Bomberman64
But a DMCA Takedown doesn't mean that it is rightly from Taketwo/Rockstar.
If they haven't copied anything they could bring it to Court and win against them.
And here lies the Problem, you have to have the Money for such Things
Sony killed Bleem in the same Way, even if Sony lost in every Case on Court.
This is such a blatant example of buzz word ***** being sold to idiots it makes me cry.
Ray tracing, despite what apparently all of the game media and 99% of gamers seem to both believe and want you to believe, is not literal magic that just makes games "look better".
It's a new way of doing lighting that gets rid of the need for artificial point sources and bloom effects. Don't get me wrong, that's really neat ... it allows for some effects simply impossible without it and when enough of the user base can run it, will make game design much easier. Right now animators have to "eye ball" light sources, putting one in, rendering the area, and manually looking for any unexpected behaviour. It's time consuming and imperfect, and ray tracing will replace that process.
But to oversimplify for the sake of clarity, ray tracing mostly involves better reflections and light diffusion. Here are the two most important examples:
I have a bench or some other "ledge" with lighting overhead. This will create a hard shadow under the object. If I want that area to have lighting, I have to put a light source in the shadow. Raytracing will instead reflect the defused light back up off the ground and give a much more realistic look without needing the extra work.
The second involves reflections of objects currently not visible (or within the rendering arc, which is generally a bit larger then the visible area). This ones pretty simply; ray tracing can do that, other types of lighting can't.
Because of the way lighting works in the N64, the diffusion isn't happening unless you FIRST go in and mod the lighting. Also the original Metal Mario texture isn't reflective because N64, so what's really happening to make that look better is simply reanimating the asset. So most of the improvement we seeing isn't "ray tracing" ... it a completely manual redesign of the lighting from the ground up and new textures ... with the last step being ray tracing.
So an accurate headline is "dude is redoing the lighting in Mario 64", not "Magic ray tracing makes game look better all by itself using magic"
@UltimateOtaku91 "figure out"? I'm confused, are you saying they don't know how to target higher frame rates or resolutions? It's not like it's a secret formula everyone knows except Nintendo. It's hardware limitations they purposely take into account to sell cheaper consoles and still include different twists like the hybrid console concept and all the others. Software optimization only takes you so far, if it can't run on the hardware it just won't.
@JamesJose7 You’re right- and Nintendo has been producing games that run at 60fps since the NES days.
@Mips
That is incorrect. The NES ran in interchanged format, not progressive. So while it was 60HZ, it was only drawing half the screen each pass, meaning it only drew the entire screen at 30HZ. When it gained a 480p (progressive) output, it was at 29.6 FPS.
Seeing all monitors and TVs today use progressive format, the NES is only at 30fps output if you're comparing apples to apples.
@HeadPirate check back on your info my friend - the NES output in progressive scan. Other later consoles output in interlaced (not interchanged) like the GameCube, PS1, Dreamcast, all of which also had progressive options in many cases. So as a rule of thumb, in most cases, consoles before the GameCube PlayStation 2, Dreamcast etc. output in progressive and the SNES and NES generation consoles output 60fps in many games.
Not meaning to be rude at all it’s worth looking into. I’m a hardcore retro gamer - lots of retro consoles, CRTs etc. All I can advise is not to go too far down that rabbit hole - it’ll consume your life!
@Mips
Not your friend, just some dude on the internet that is wondering why you would reply to me when you have NFI what you are talking about, especially with that tone.
The original Famicom only supported RF modulation and the one we got in the US only had composite, so neat trick if it outputted in progressive on cables that can not carry of a progressive single. Not only that but the NES had a variable scan rate based on the number of sprites it was drawing, so often it was drawing even less then half the scan lines with each pass. Here is a "rabbit hole" if you want to understand the thing you are trying to inform people on. It's by people like me ... that ya know, have developed on the NES.
https://megacatstudios.com/blogs/retro-development/creating-nes-graphics#:~:text=The%20NES%20native%20resolution%20is%20256x240%20px.%20In,graphics%20for%20NES%20consoles%20and%20designing%20for%20emulators.
https://forums.nesdev.com/viewforum.php?f=2
The reslution is
https://en.wikipedia.org/wiki/Composite_video
Not interested in ray tracing. There was a remake someone made in Unity Engine a few years ago that looked freaking amazing. That's what I want Nintendo to do.
Nintendo's not even wide screen, not 60 fps "celebration" was a crime.
Weird how ray tracing is the new hotness for next gen only to discover next gen still struggles with Ray tracing. RE village on ps5 can't get over 30fps with Ray tracing on. Looks like yet another marketing tool to get people to buy stuff when all we really need is better performance.
Nvidia RTX added to cart.
Can't believe so many people are getting bend out of shape over this. It's just a fun mod, calm down. You're all acting like this is the next official port of Mario 64. Ray Tracing is just the next thing that pushes GPUs to their limits. Back in the mid-2000's it was all about PhysX and HDR lighting and real-time shadows and people got bent out of shape about that. "But baked lights look just fine!"
@Mips Just to chime in. Systems that output in interlaced video are measured in fields per second, not frames. I hadn't seen that mentioned and when people say FPS they assume it's always frames, but not with interlaced video.
It's weird whenever the light source is behind Mario and he's in shadow... I'm too used to Mario being the easiest thing to see in every frame.
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