Super Mario 64 header screenshot

Modder has increased the performance of Super Mario 64 up to six times

Now here is something truly stunning. Kaze Emanuar has managed to increase the performance of Super Mario 64 up to six times. What’s really impressive here is that the modder has made the game run better, even on the original Nintendo 64 hardware.

The modder has looked at every single variable, understood every fuction, and then optimized everything listed in this 13,000 line map file. That was a huge undertaking, and we have to congratulate him for achieving something like that.

Kaze Emanuar has created some truly amazing mods for Super Mario 64. For instance, there is a Super Mario Bros remake in Super Mario 64 and a VR mod for The Legend of Zelda: Ocarina of Time. There are also cool Portal 3 64 and Mario Party 64 mods. Let’s also not forget Super Mario Odyssey 64.

Now the good news for PC gamers is that this optimized version of Super Mario 64 will lower the PC requirements needed for running a Nintendo 64 emulator. As such, even more PC gamers will be able to enjoy the game.

That is of course if you are interested in the original Nintendo 64 version. PC gamers can also enjoy a native DX12 unofficial port. And for all RTX owners, there is the incredible Super Mario 64 PC with Ray Tracing Version.

Enjoy!

FIXING the ENTIRE SM64 Source Code (INSANE N64 performance)

7 thoughts on “Modder has increased the performance of Super Mario 64 up to six times”

  1. Heh, if one modder did that with mario, imagine how would today games run if developers would actually care about optimization…

    1. True.
      But the other fact is, many new devs are just not as good! Run of the mill, shortcuts everywhere, and very limited dev skills acquired over a very short period of time! To truly optimize a code requires great software design and development skills…
      The tech industry in general is plagued with such developers/engineers (speaking from nearly a decade of experience)…too much demand and very few truly skilled individuals to fill those positions. As aresult, “average at best” folks are hired to do the job.

    2. Considering that Mario 64 was apparently wasting 5/6 of its render time per frame, it’s clear the devs of long ago didn’t “care about optimization” any more than the current batch. And they had it way easier! In terms of programming Mario 64 is extremely simple compared to newer games. It’s insane how many systems are stacked on top of each other and side by side in modern engines and in each modern game. Every game has progression and online features, a cluttered UI, endless shaders and textures, some persistent buffers for effects with data from multiple frames etc. Modern game complexity has evidently reached a breaking point. Hopefully over the course of this console generation we can cut down some of the complexity again by dropping old rendering features and replacing them with ray-tracing. Example: Ditch planar reflections, reflection probes and screen-space reflections all at once and replace them with just rays. Currently devs have to waste hundreds of hours per game just on getting all the flawed reflection tricks looking and running okay. Do away with that and you’ve won back some time that can be spent making GAMEPLAY or OPTIMIZING or FIXING BUGS.

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