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The Nintendo 64 was the first consumer device to be able to filter textures when rendering 3D objects. However, unlike every console and PC graphics card made after the N64, its implementation of bilinear was primitive in that, in order to reduce strain on the system, it only used three samples as opposed to four, resulting in slightly jagged, asymmetrically-filtered textures. Instead of faithfully applying this "imperfect" version of bilinear filtering, HLE plugins instead applied conventional bilinear filtering, interpolating straight from the source texture up to the output resolution the same way a PC game would. While that method is technically superior, it can result in textures that look even blurrier than they would on real hardware.


Expansion disks are region-coded to either Japan or the US (obviously unused) and won't work with N64 games from the wrong region. Only F-Zero X has an official disk, but Ocarina of Time, Mario Party, and Pokemon Stadium (JP) have fully implemented but unused disk support.


A number of N64 games were released for the Wii's Virtual Console service throughout its lifespan. While the emulators at the heart of each Virtual Console title were of average accuracy (rather than using one generic emulator used for every game, each title had an emulator specifically tailored to that game), they were good enough to render the games in full, playable capacity with few to no glaring errors. Many of these titles are emulated well through Dolphin. For a good while, due to persistent long-standing inaccuracies in N64 emulators and plugins, this was the best way to emulate certain N64 games, particularly Pokemon Snap and Mario Tennis. The system requirements are much higher than running them on regular N64 emulators, but it's doable for many games. Today, regular N64 emulators and plugins have advanced to the degree that this has become unnecessary, relegating this method of N64 game emulation to little more than a curiosity, at least on PC. 2ff7e9595c


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