How I Built an Open-World Engine for the N64

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A developer explains how they achieved Skyrim-scale draw distances on Nintendo 64 hardware by rendering the world in two passes: a low-detail distant pass (scaled down ~100x, Z-buffer disabled, back-to-front ordering) and a high-detail near pass. The core problem is the N64's 15-bit Z-buffer, which causes Z-fighting at large

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