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Kamo64 vs RustyN64

Kamo64

github.com

RustyN64

github.com

Side by side

FigureKamo64RustyN64
Price from—Free
Free plan—Yes
Free trial——
Open source——
Web—Yes
WindowsYesYes
macOSYesYes
LinuxYesYes
Plans published01
Spec score · Nintendo 64 Emulators7.2 (#17)8.1 (#6)
GraphicsGraphics 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.
LicenseThe 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.
PlatformsThe project says it supports Windows, macOS, and Linux.The project says Linux x64, macOS ARM64, and Windows x64 are built and tested in CI.
ProductKamo64 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.
RequirementsBuild 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

Kamo64

No plans published.

Kamo64 pricing →

RustyN64

  • RustyN64Free

RustyN64 pricing →

In their own words

Kamo64

Kamo64 has no write-up on Specifiction yet; its figures are above.

Visit github.com

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.

Visit github.com