Kamo64 vs RustyN64
Kamo64
github.comRustyN64
github.comSide by side
| Figure | Kamo64 | RustyN64 |
|---|---|---|
| Price from | — | Free |
| Free plan | — | Yes |
| Free trial | — | — |
| Open source | — | — |
| Web | — | Yes |
| Windows | Yes | Yes |
| macOS | Yes | Yes |
| Linux | Yes | Yes |
| Plans published | 0 | 1 |
| Spec score · Nintendo 64 Emulators | 7.2 (#17) | 8.1 (#6) |
| Graphics | Graphics rendering uses GPU acceleration through Parallel-RDP, and the emulator supports internal resolution upscaling and frame interpolation. | The low-level RDP rasterizer and VI scan-out bit-match Angrylion across 164 conformance vectors, according to the project. |
| License | The Kamo64 source code is licensed under MIT, while ROMs and third-party dependencies have separate terms. | RustyN64 is dual-licensed under MIT or Apache License 2.0. |
| Platforms | The project says it supports Windows, macOS, and Linux. | The project says Linux x64, macOS ARM64, and Windows x64 are built and tested in CI. |
| Product | Kamo64 is an experimental Nintendo 64 emulator with low-level emulation and dynamic recompilation. | RustyN64 is a cycle-accurate Nintendo 64 emulator written in pure Rust. |
| Requirements | Build prerequisites include a little-endian host, a C++20 compiler, CMake 3.16 or later, SDL2, and Vulkan. | The desktop frontend requires a GPU with a wgpu-supported backend, and Linux additionally requires listed audio, input, and window-system development headers. |
Plans
In their own words
RustyN64
RustyN64 is a free Nintendo 64 emulator written in pure Rust, built for cycle-accurate emulation. Its core schedules the CPU and coprocessors against a shared 187.5 MHz master-clock timeline. Version 0.7.0 is described as its first playable release, showing video, sound and controller input with homebrew ROMs. The project says its low-level graphics path matches Angrylion across 164 conformance vectors, while its accuracy battery remains stubbed at 0%. Identical seeds, ROMs and input sequences are stated to produce identical framebuffer and audio output. The desktop frontend offers save states, rewind and run-ahead, disabled by default. A WebAssembly browser entry point runs a homebrew ROM and displays video on a 2D canvas; a fuller browser shell remains roadmap work. Commercial support is limited: one title can boot and execute game code but has not yet reached a rendered frame. Desktop builds are listed for Linux x64, macOS ARM64 and Windows x64. Desktop use requires a wgpu-supported GPU backend, and commercial ROMs are not included.