Recent content by Exophase

  1. E

    GAF implodes after owner Evilore is accused of sexual assault

    I heard about that Spain incident Evilore himself described a few years ago so this isn't very surprising... Kind of surprised to see how many people are confused or incredulous over the accuser entering a relationship with the guy after the incident. Haven't you ever been in a relationship...
  2. E

    XBox 360 Emulators for the PC

    XQEMU is not new, look at the git, it goes back several years.
  3. E

    PS2 vs PC at launch [Necro-Tech]

    Not saying it's not possible per se, just not on all DirectX 7 hardware, or at least probably not at an acceptable speed. But I don't know what hardware support was actually like. I don't think I could really make that kind of comparison, it depends on so many factors...
  4. E

    PS2 vs PC at launch [Necro-Tech]

    It says in the article that the fast methods aren't not supported by all hardware. Copying the backbuffer back to system memory or software rendering were probably not realistic options. It's possible, it's just less efficient on Gamecube because there are separate memories for framebuffer and...
  5. E

    SNES Classic announced

    These numbers don't say an awful lot, and even worse they're not even consistent. Some are Dhrystone, while others are ones that someone said they estimated based on who knows what. You could define MIPS as the rate at which the processor can repeatedly execute its fastest instruction, but that...
  6. E

    Bloodstained: Ritual of the Night. (from the creator of Castlevania Symphony of the Night)

    Because they don't have the legal right to. If Konami had any sense they would have licensed the brand or had some part in making the game themselves but we all know they haven't had sense for a very long time.
  7. E

    PS2 vs PC at launch [Necro-Tech]

    How was sending data to the GPU worth it on PS2 but not for an AGP 4x video card? The GS's external bus is only 150MHz * 64-bit = 1.2GB/s. AGP 4x is 32-bit and 66MHz but quad pumped to perform 4 transfers per clock, giving a total bandwidth of 1.056GB/s. It's almost as high as PS2's interface...
  8. E

    Questions about PS2

    This is a difficult comparison because most of the work done on VU1 is the kind of work done by the NV2A's vertex processor on XBox. So no I don't think it should be included in comparison, even if it's on the same chip as the CPU. VU0 makes more sense to include, especially if we're talking...
  9. E

    Questions about PS2

    They're fixed point operations. Alpha blending function is ((A - B) * C) >> 7) + D, where A/B/C/D can be source or destination and C can also be a fixed value. All values are colors with 8 bit ints per component. The texture functions also perform fixed point (A * B) >> 7 modulation. The...
  10. E

    Questions about PS2

    GS can do 8 textured or 16 untextured pixels per cycle, but you don't lose any other features by turning on texturing. I don't think Sony was necessarily wrong to not follow what everyone else seemed to be doing, since they had different constraints given that they didn't have to work with PCs...
  11. E

    Questions about PS2

    That is unless the game has a dynamic frame rate, which could include switching between 30 and 60 fps based on load. But it's not that likely. What do you mean by actual texture units and in what way would you consider the GS as not having them? It's hard to really say because the only place...
  12. E

    Why isn't programmable blending more widely supported? (History and discussion)

    If you hadn't read the link I posted earlier I highly recommend it, and if you can also check out the comments, they're very informative. The only architecture I know of that definitely compiles complete blending in the fragment shader is GeForce ULP which was used in Tegra 1-4. It was a pretty...
  13. E

    Why isn't programmable blending more widely supported? (History and discussion)

    My understanding has always been that framebuffer fetch is undesirable because it inserts a dependency that can be fairly high latency; the read can't happen until all older pixels that can write to the framebuffer have written to the framebuffer. And this means the hardware has to support this...
  14. E

    Questions about Sega Saturn

    This seems like a pretty broad question. It really depends on what you want to do and how well, and what the standard for comparison is. If you want to do a 3D Saturn game that exercises all of the hardware efficiently you need to understand the full 3D transform pipeline because there's no...
  15. E

    Questions about Sega Saturn

    Sure, there's no reason they couldn't do anything the console is capable of, if they put in enough work.
Back
Top