Recent content by Cloofoofoo

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    "Yes, but how many polygons?" An artist blog entry with interesting numbers

    That's interesting, so actual gameplay / physics animation don't slow down and sync just fine at 30 fps? Nice to see it's frame rate independent like that. You might definitely be able to increase detail considerably then if you keep it consistent 30 fps. ( Might be able to use one of those...
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    "Yes, but how many polygons?" An artist blog entry with interesting numbers

    What makes it more surprising is that doa2 is built on top on segas on tools naomilib . Fundamentally it uses same tech as crazy taxi 1/ 2 , fighting vipers 2, Sega sports jam , Virtua tennis 1 and 2 , 18 wheeler and so on. So it's not completely custom but yet they managed a hell a lot more...
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    "Yes, but how many polygons?" An artist blog entry with interesting numbers

    I know it uses actual but Iam just showing you the additive blended polygon over the whole is screen was done before on dc. It wasn't used alot but there's a few games that do it. Skies of arcadia mainly is the easiest one to quickly see it. It's pretty simple trick Iam surprised it wasn't used...
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    "Yes, but how many polygons?" An artist blog entry with interesting numbers

    Actually that was done before , a handful of games overlapped blended quads . Best example I remember was skies of arcadia in the Opening scenes , they overlapped a quad with varying degrees transparency per each vertex to give it a soft light coming from an angle but it wasn't the only time...
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    "Yes, but how many polygons?" An artist blog entry with interesting numbers

    This is the video that is real time on an actual dc. Features stages from dead or alive dimensions from 3ds and one from shenmue 2. That's interesting since dimensions stages tend to be slightly higher on average from doa2 stages. And we'll shenmue 2 stages tend to be even higher .( Up to...
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    "Yes, but how many polygons?" An artist blog entry with interesting numbers

    Someone is modding dead or alive 2 with stages from soul calibur 2, 3 and psp along with other games including doa dimensions. They seem to run fine. It's interesting because doa2 characters are on the higher end of spectrum polycount wise for that generation for fighting games( soul calibur 2...
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    "Yes, but how many polygons?" An artist blog entry with interesting numbers

    well , i cant say i 100% agree with that. It sure does hit harder than other systems but its not useless if you only do like 1 post proccess effect at a time. The guy who did the soul calibur 2 dc thing did a prior test before that and told me of his test :layering. radial blur and bloom on vs...
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    "Yes, but how many polygons?" An artist blog entry with interesting numbers

    Its very likely alot harder to maintain 60 fps with it on. I notice his video has a mouse cursor, thats probably emulator video. Ask him if has tried on real hw to see if the radial blur has any adverse effects on framerate. Also it was kind of to be expected, they didnt backport all the...
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    "Yes, but how many polygons?" An artist blog entry with interesting numbers

    its exactly the same effect. its not accumalative , they just change how opaque it is. just an guessing example: the effect is on by default in the tengu boss fight, defaults to 30% opacity , looks light/clear. Tengu hits you and maybe its programmed to change the alpha of the full screen quads...
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    "Yes, but how many polygons?" An artist blog entry with interesting numbers

    this esppiral, its one guy that sifts through values to see what turns on and off stuff . that seems more like radial blur. I remember some one( the person who did soul calibur 2 model demo on ninja) said that its pretty much copying/saving prior frame to use for a rtt , cost up to 16ms without...
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    "Yes, but how many polygons?" An artist blog entry with interesting numbers

    thats weird , it should have automatically worked to pm me. not sure how i can be of help but ill check your message. This wasnt meant as a slight against head hunter at all, merely curiosity. Its funny you mention ai, the wince sdk actually speaks about that ai unless strucured correctly its...
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    "Yes, but how many polygons?" An artist blog entry with interesting numbers

    i was quoting what you said on some youtube video about 15k triangles on screen. see though your assumption of doa2 is wrong there. it actually uses alot of texture in memory. so the stages have their texture compressed in a .bin blob thats slightly less 1mb for each stage/stage layer. the...
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    Could Dreamcast et al handle this/that fighter? *spawn

    Not sure if you're complaining without actually comparing the facts just to obscure things or what. Basically that's the homebrew engine simulant . Which currently runs about performance of 5k to 11k triangles at 30 fps. I've talked to the guy who did the soul calibur 2 models on the official...
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    "Yes, but how many polygons?" An artist blog entry with interesting numbers

    Head hunter is a pretty poor example since it's still about better art style rather than polygon count . The developer has mentioned multiple times after game logic plus lighting plus culling head hunter does around 10,000 to 15,000 at 30 fps( the whole 50k isnt whats rendered but full number...
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    "Yes, but how many polygons?" An artist blog entry with interesting numbers

    He means models stored in memory. Seems many duplicates were packed for linking multiple animations or even morph targets .
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