Veoma sadržajan tekst o ekspanziji ideje Virtuelne Realnosti u ranim 90s i njenom uticaju na razvoj onoga što znamo kao Nintendo 64. Pohvalio bi jako dobar odabir klipova, neke ću linkovati ispod jer su kul da se pogledaju i zasebno. Kad bi ovo neko sve spakovao u dok. bila bi bomba. Malo je duže pa ko ima vremena, must read. https://thehistoryofhowweplay.wordp...4-was-the-culmination-of-90s-virtual-reality/ In 1991, the corporate giant had just come off of the best years of its life and was planning to take the U.S by storm with their fresh new Super Nintendo Entertainment System. Sega was fast proving itself a worthy opponent and so both companies were taking to the road to instill brand loyalty in consumers and retailers. At trade shows like the Consumer Electronics Show (CES), the meager Sega budget would compete against Nintendo’s (then) overwhelming presence and support. Nintendo wanted to add a technological flair to their exhibits and they would find their answer in the hottest tech of the day: Virtual Reality. “Everything you see going on in videogames today [in terms of motion and performance capture], we were doing and defining back then — trying to figure out how to do it for the first time.” said Remington Scott of Acclaim. They were also taking to bat the Ultra 64’s graphical capabilities in big way. “I was given a book,” said project manager David Dinsthier. “And in it the authors were talking about the original Doom on the PC, and that each level was composed of about 3,000 polygons, and that each level in Quake was composed of about 10,000. An average level in Turok runs between 250,000 and 300,000 polygons.” No accolades such as “Machine of the Year” from Time magazine or the stronger European launch in March of ’97 were going to help Nintendo rise back to its unchallenged position as a gaming juggernaut. Some of that was a good thing, but it also meant that the audience missed out on a lot of fantastic games on the N64. Ports between the Sony and Nintendo consoles were prevalent enough for those without company loyalty, but many of the games exclusive to the platform took the concept of navigating 3D space to new heights.