Recent content by HTupolev

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    The old "Edge Anti Aliasing"

    From the perspective of the rendering pipeline, the difference between MSAA and SSAA is when the sample rate is multiplied, not which pixels are affected. With MSAA, pixels are split up into multiple samples when the ROPs spit them out into the backbuffer, meaning that it only deals with...
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    PS1 / PS2 resolution and framerate

    NTSC SD CRTs scan pairs of 240-line fields at 29.97Hz, with lines scanned at 15734Hz. That's it. The only two options are to send standard NTSC signals and have it be 480i, or to fudge the signals to trick the television into drawing both fields at the same offset, resulting in 240p60...
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    Some Xbox 360 and PS3 questions

    It's basically just the rate at which the ROPs can be fed. They used a wide enough bus to clock data to the ROPs at the rate the ROPs could use it. 10MB as a "per frame" number is meaningless for this. ROPs often have to perform many operations on a given pixel, and they also often have to...
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    Digital Foundry Article Technical Discussion [2024]

    There's no obvious reason that triple-buffering would have reduced average framerate compared with no-vsync, unless you allow the no-vsync case to tear above the refresh rate and count that as "more frames." Typically, the difference between them is that turning vsync off trades screen tearing...
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    Can 20fps be smoothly produced on interlaced displays *spawn

    It wouldn't have to be sixth-gen or later, plenty of earlier consoles supported 480i modes. I'm not sure if there were any games that explicitly targeted 480i20 and sustained it in a steady way. Certainly some games fluttered about there at times, i.e. Perfect Dark in high-resolution mode.
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    Can 20fps be smoothly produced on interlaced displays *spawn

    The choice of cable actually has somewhat mild effect on the visibility of combing on an SD CRT. The signal type only affects horizontal clarity, not vertical, and even composite video can produce a horizontal resolution that's much finer than common frame-to-frame deltas. By the way, the lack...
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    Can 20fps be smoothly produced on interlaced displays *spawn

    You can mess with the signals to force SD CRTs to display all-even or all-odd frames. This is what causes the "scanlines" effect in many old games; they're true progressive 240p60, and "half of the screen's lines are missing." Fun fact about scanlines: if you very slowly tilt the camera in a...
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    Can 20fps be smoothly produced on interlaced displays *spawn

    On an interlaced display, the data from one frame to the next will interlace no matter what. Having a balanced even-odd distribution of fields in a frame has no effect on this. If you play 30fps video on a 60Hz interlace display, half of the time a field from one frame will come immediately...
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    Can 20fps be smoothly produced on interlaced displays *spawn

    Interlacing means that the display is alternating between drawing even lines and drawing odd lines. A 60Hz interlaced CRT spends 16.67ms drawing the even lines, then it spends 16.67ms drawing the odd lines, then 16.67ms drawing the even lines again, etc. There's no such thing as "silky smooth...
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    Can 20fps be smoothly produced on interlaced displays *spawn

    To get evenly-timed frames, you don't need to halve the rate with each drop, you can divide the refresh rate by any integer to get a valid steady framerate. 60, 30, 20, 15, 12, 10, 8.571 etc. A steady 20fps would mean that your frames would each double one of their fields of an SD CRT...
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    Should Cloud AI players be created to beef up multiplayer games?

    It'll never be convincing because the AI won't ragequit.
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    Could next gen consoles focus mainly on CPU?

    General consensus.
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    PS2 EE question

    Yes.
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    PS2 EE question

    Reach supports geometrically-reactive water, although water varies in reactiveness. In Halo 3, on-map water is basically all high quality. Halo 1 makes extensive use of normal maps as well, albeit not on dynamic objects.
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