^The fault is probably within how things are ripped when you use the DX3D grabber (or any other tool that rips stuff from a system's video memory). A lot of games, on several platforms, applies various effects to graphical data before putting it into memory. Color palettes, scaling/rotation, filtering, etc., which means that the assets you grab with those tools are not necessarily the original 1:1 assets from the game itself, but rather the post-processed ones.
RE2 N64 probably runs in hi-res when there aren't many objects on screen (I've never actually bothered with checking this myself), it probably also pre-scales/enlarges the backgrounds when it does this as a means for ensuring further crispyness of the background (as using the regular texture handling on the N64 to upscale the background render would've probably ended up as blurry ass, compared to how things look when it either operates with a 1:1 input or a downscale)
RE2 N64 probably runs in hi-res when there aren't many objects on screen (I've never actually bothered with checking this myself), it probably also pre-scales/enlarges the backgrounds when it does this as a means for ensuring further crispyness of the background (as using the regular texture handling on the N64 to upscale the background render would've probably ended up as blurry ass, compared to how things look when it either operates with a 1:1 input or a downscale)
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