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Yooka-Laylee: 64-Bit Tonic coming soon!

Posted: Thu Oct 25, 2018 10:16 am
by Piet
A new update:

'Are you ready for the ultimate glow-down? The 64-bit Tonic is coming to #YookaLaylee very soon! Have a watch of our teaser video for a taste of the delicious downgrade you’ve been waiting for!'
https://youtu.be/TH3-zmybtKM

I have to admit: This look great! :D
(But I'm not going to replay the whole game, just because a new graphics filters is available. I need new content before that is going to happen.)


PS. I just hope this isn't the only YL related thing PTG has been working on in the pas months, 'cause that would mean their work tempo in regards to YL would be very slow.

Re: Yooka-Laylee: 64-Bit Tonic coming soon!

Posted: Thu Oct 25, 2018 10:54 am
by Xellos
It looks god-awful... I like it! :lol:

Re: Yooka-Laylee: 64-Bit Tonic coming soon!

Posted: Thu Oct 25, 2018 2:08 pm
by EekumBokum202
To be honest, when I heard about the 64-mode, I was expecting things to look more... blocky, as opposed to more blurry. Can't help be a bit disappointed by this. :(

Re: Yooka-Laylee: 64-Bit Tonic coming soon!

Posted: Thu Oct 25, 2018 3:02 pm
by Tek
Ah, very good. The Glitterglaze Glacier footage from the trailer definitely reminds me of old N64 style graphics.

I wonder if Playtonic would consider allowing the cosmetic tonics to be enabled at the same time as 1 non-cosmetic tonic. It would be fun to try a playthrough with the 64 bit tonic AND the Butterthree tonic both enabled at the same time.

Re: Yooka-Laylee: 64-Bit Tonic coming soon!

Posted: Thu Oct 25, 2018 3:42 pm
by Scrubber
What a waste of time that was. It took THAT long for them to put a crappy fuzzy filter over it? I thought it was going to look blocky like mario 64 not the exact same but blurry.

Thank god it's done though so they can now concentrate on making a decent game rather than waste time farting about with the old one.

Re: Yooka-Laylee: 64-Bit Tonic coming soon!

Posted: Thu Oct 25, 2018 3:44 pm
by Scrubber
Wait theres still the DLC yet :cry: that will take another 2 years if its took them this long to put a fuzzy filter on.

Re: Yooka-Laylee: 64-Bit Tonic coming soon!

Posted: Thu Oct 25, 2018 6:54 pm
by Gorjo
Don't really have an opinion about this tonic but I wonder if it may allow the game to be played better in lesser computers to some extent.

Re: Yooka-Laylee: 64-Bit Tonic coming soon!

Posted: Thu Oct 25, 2018 10:27 pm
by KremlingKuthroat19
I think the tonic looks awesome and agree with those saying that it would be cool if we could use this Tonic with another one since it's just cosmetic. Same could be said about the pants tonic too.

Re: Yooka-Laylee: 64-Bit Tonic coming soon!

Posted: Fri Oct 26, 2018 12:17 pm
by ShanPen
I love the look of it, can't wait to try it out! :D

Oh and hey, look! My prediction from back in July came true (unfortunately :( ).

ShanPen wrote:I think Playtonic might have caused issues for themselves (such as a future barrage of complaints) by naming it the "64-bit Tonic" when the Kickstarter stretch goal said it would be a N64 shader mode, not N64 graphics.

I think now a lot of people will be expecting the low-poly N64 graphics but I don't think that's what Playtonic ever planned because it would be a lot of work, I think they just planned to play with the colours, ie the shading.

Re: Yooka-Laylee: 64-Bit Tonic coming soon!

Posted: Fri Oct 26, 2018 12:29 pm
by ShanPen
KremlingKuthroat19 wrote:I think the tonic looks awesome and agree with those saying that it would be cool if we could use this Tonic with another one since it's just cosmetic. Same could be said about the pants tonic too.


Or if we could use both cosmetic tonics at once, the 64 bit shading and Yooka wearing pants. That'd really feel like a Nintendo 64 game, because all the cool N64 anthropomorphised characters wore clothes.

Re: Yooka-Laylee: 64-Bit Tonic coming soon!

Posted: Fri Oct 26, 2018 4:56 pm
by bigfanofoldrare
i personally find , they done well.. for me the graphic look like 64 to me.

Re: Yooka-Laylee: 64-Bit Tonic coming soon!

Posted: Fri Oct 26, 2018 9:45 pm
by Gorjo
ShanPen wrote:I love the look of it, can't wait to try it out! :D

Oh and hey, look! My prediction from back in July came true (unfortunately :( ).

ShanPen wrote:I think Playtonic might have caused issues for themselves (such as a future barrage of complaints) by naming it the "64-bit Tonic" when the Kickstarter stretch goal said it would be a N64 shader mode, not N64 graphics.

I think now a lot of people will be expecting the low-poly N64 graphics but I don't think that's what Playtonic ever planned because it would be a lot of work, I think they just planned to play with the colours, ie the shading.

Thanks for pointing this out, I had no idea. So Playtonic did deliver what they promised. Too bad all those angry youtube commenters don't know about this.

Re: Yooka-Laylee: 64-Bit Tonic coming soon!

Posted: Fri Oct 26, 2018 11:59 pm
by ShanPen
Gorjo wrote:Thanks for pointing this out, I had no idea. So Playtonic did deliver what they promised. Too bad all those angry youtube commenters don't know about this.


Yeah, once the tonic is made available to fans I'd say they've done exactly what they promised regarding the 64 shader part of the stretch goal, I think they just chose an unfortunate name ("64-bit tonic") that got people assuming they'd be getting low-poly graphics. Here's a screenshot of that stretch goal on the Kickstarter page for anyone wanting to read it word-for-word:
Image

Re: Yooka-Laylee: 64-Bit Tonic coming soon!

Posted: Thu Nov 15, 2018 1:04 pm
by ShanPen
For anyone interested, Playtonic posted a Q&A about the 64-bit tonic on their website:
https://www.playtonicgames.com/64-bit-tonic-a-qa/

Here's the article copied and pasted:

Playtonic Games wrote:
64-bit Tonic: A Q&A
Posted on 12 Nov 2018

We recently released a teaser trailer for the 64-bit Tonic, which is coming soon to a Vendi near you!

Due to a whole host of questions from the ever-curious community, we figured now would be an apt time to sit down with the brains behind the operation, Jens Restermeier. Read on to learn more about what exactly went into the development of the Tonic which aims to take you back to the era of cartridges, questionable cartoons and flared baggy jeans.


In case you aren’t familiar with the zeroes-and-ones genius that is our Technical Director Jens, he did a bunch of cool stuff with Rare’s internal technology back in the day, and you can thank him for some of your favourite handheld ports, like Donkey Kong Country. He currently does a bunch of smart computery stuff at Playtonic, that only he truly understands, the rest of us are mere mortals.

What did you use as reference material/inspiration for the 64-bit Tonic?

When we decided we were going to implement the 64-bit Tonic, we knew we wanted to create something reminiscent of “the good old days”. Naturally, we looked back at Nintendo 64 games that we had both played and worked on.

We had to consider the technical side too, so we looked at what was possible with the hardware in that era, and tried to simulate that with our existing game assets. Many features that are common nowadays were either not available, or were limited by the memory available and rendering performance.

Wouldn’t it have been more authentic to rebuild every asset in the game with a low-poly mesh, re-do all rigs, reduce the number of joints in models and reanimate every character, produce all new textures from scratch and delete every 3rd rock?”

While we would have loved to completely rebuild Yooka-Laylee using low poly assets, it would have been a gargantuan task that would have required a full studio effort for a long time. We’d have had to create entirely new assets, and with their implementation would come a whole host of design and code considerations.

Image
Sixty Phwoar

Can you explain the core elements that bring together the 64-bit Tonic?

Most of the backgrounds use the Unity “Standard” shader, so I wrote a stripped-down version of that, with limited shading and a simulated “pre-rendered” appearance. Some objects are rendered with a special effect shader, such as animated and scrolling textures, so they required a special variation. To simulate the limited texture memory on early 3D platforms I chose to override the MIP level when reading textures, so they look like they are stored at a much lower resolution.

In addition to that I switched off shadows (curse you point-light loving artists!), changed the fog settings to capture that authentic N64 ‘atmospheric experience’ and applied a CRT post effect. Oh, and we capped the frame-rate. It sounds bizarre, but looking ‘old’ and having a higher frame rate looked weird. We settled on 20fps in the end. There was a lot of internal debate: some wanted to go lower than this, but QA Lee isn’t that deserving of such punishment… most days.

Image
Look at them bits

Was the CRT filter always a part of the plan?

Yes, that was always the plan. Many people used CRT TVs when playing on their N64s and the screen blurred out the blocky pixels that come from using a lower resolution. A lot of graphics at that time were designed around that effect, so we decided that a CRT filter would be required for an authentic experience.

We’re aware that some people have requested the ability to turn the CRT filter on and off, however this wouldn’t be a simple thing to implement as it requires additional art (UI), design and test work. We also feel it significantly reduces the quality of the rest of the 64-bit Tonic, so we’ve opted out of doing so.

Is there something you wanted to do which didn’t work out or had to be changed?

I originally wanted to use the “Replacement Shader” feature in Unity, but found that it was far too slow, so instead I replaced all shaders on all required materials when the player switches into 64-Bit mode. This was significantly more work to program, but making things speedier was worth it.

What were the biggest challenges you faced?

The biggest challenge was writing 64-bit approximations of the various special effect shaders, and making sure that various scripted changes still worked correctly. Circumnavigating individual platform bugs/glitches, performance on console and avoiding projectiles thrown at me by Lee are worthy mentions too.

What aspect of the 64-bit Tonic makes you particularly proud?

We are using a layered shader for a lot of the terrain, which blends smoothly between different ground materials. The 64-bit version of that shader just picks the material with the highest weight, which gives a surprisingly effective low-poly look on things like paths or grass patches.

Image
Splashdown(-res)


I only noticed while copy/pasting this article, but in the screenshots from the 64-bit tonic, I love how the corners of the screen are masked out to make it look like an old, curved CRT TV screen.

Re: Yooka-Laylee: 64-Bit Tonic coming soon!

Posted: Fri Nov 16, 2018 6:37 am
by Tek
Thanks for posting this. It was a good read.

Re: Yooka-Laylee: 64-Bit Tonic coming soon!

Posted: Wed Dec 05, 2018 9:37 am
by Piet
Nearly 1,5 months ago... Still nothing... So much for that 'very soon' again...
Seriously. They shouldn't make announcements so long before release, 'cause the hype will die down...

Re: Yooka-Laylee: 64-Bit Tonic coming soon!

Posted: Thu Dec 27, 2018 5:09 pm
by LDK777
I'll say it, it's very disappointing and totally missed the point (and look) of the N64 era.

The distinguishing feature of the N64 era was low-polygon BLOCKINESS.

This filter looks nothing like a N64 game at all.

Maybe it's the best they could do but still, can't help to be disappointed.

Re: Yooka-Laylee: 64-Bit Tonic coming soon!

Posted: Wed Jan 02, 2019 2:09 pm
by Piet
‘very soon!’
More than 2 months ago...

Re: Yooka-Laylee: 64-Bit Tonic coming soon!

Posted: Fri Feb 08, 2019 9:13 am
by Piet
Any news..?

Re: Yooka-Laylee: 64-Bit Tonic coming soon!

Posted: Sun Feb 10, 2019 4:37 pm
by Rueckkoppler
Yeah I don’t know why they’re using this wording when that tonic is 4+ months away. That’s not something big and exciting like a whole game or a DLC world after all...