So the 'good explosions' were possible on N64 if you did the blending+clamp by hand?
So the 'good explosions' were possible on N64 if you did the blending+clamp by hand?
Using the RSP makes this possible at a reasonable framerate, but it requires writing custom microcode for it and Nintendo didn't provide the necessary tools or documentation back in the day.
My read is that this makes pseudo-HDR rendering techniques possible on the N64.
> Nintendo 64 games running on custom microcode benefit from much higher polygon counts and more advanced lighting, animation, physics, and AI routines than its competition. Conker's Bad Fur Day is arguably the pinnacle of its generation combining multicolored real-time lighting that illuminates each area to real-time shadowing, and detailed texturing replete with a full in-game facial animation system.
1: https://github.com/gonetz/GLideN64/wiki/The-masterpiece-grap...
It is already possible, modern n64 techniques and microcode are scarily good:
https://www.youtube.com/watch?v=XP8g2ngHftY (Tiny3D - HDR & Bloom / Post-Processing [N64 Homebrew])