Recent content by Squeak

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    Texture cache of the N64 vs. that of Playstation

    Get it! it's a great game. Best platformer on the machine after Mario 64 IMO. It also has some of the best and most technically impressive music on the system.
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    Texture cache of the N64 vs. that of Playstation

    Also: http://fgfc.ddns.net/PerfectGold/SetTile.htm
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    Texture cache of the N64 vs. that of Playstation

    Actually, it appears Rocket Robot on Wheels is using the combiner in one rare instance, to do some bump mapping like stuff on a single piece of geometry in the Tim Burtonesque level. I remember being quite surprised by it at the time and explored with the first person camera to be sure. Someone...
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    Texture cache of the N64 vs. that of Playstation

    Yeah, I read those posts with great interest back then, and before this thread. But he doesn't say anything explicitly about whether the CLUT is stored in the texture buffer though. For 64x64x4 textures plus MIPmaps it would still fit, but it would rule out anything larger, while using the...
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    Texture cache of the N64 vs. that of Playstation

    Just discovered something on the Wikipage for the RCP: "The RDP contains 4 KB of on-chip TMEM (texture memory) in which the RDP can reference up to eight textures (so-called "tiles") at any given time. The size of the available texture memory may be reduced further if using texture lookup tables...
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    Texture cache of the N64 vs. that of Playstation

    It basically only affects large oblique polygons almost at a ninety degree angle to the screen. I only remember a few instances of it Oot to be honest.
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    Texture cache of the N64 vs. that of Playstation

    The Unreal example in your edited post definitely seems better looking than just about any Voodoo run game I've ever seen. Is it just the concept of detail textures thats helping so much, or is it really a plain Voodoo? Turok and Quake compared looks just a bit better than N64, which could come...
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    Can 20fps be smoothly produced on interlaced displays *spawn

    My claim was A. Based on the erroneous assumption that interlacing took place B. Never that it was impossible but that it would look bad. And FFS yourself! Is this a dick measuring contest, or a place to learn new things out of genuine technical interest? Of course I'm allowed to be wrong on...
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    Texture cache of the N64 vs. that of Playstation

    I see precious few examples of textures that looks above 64x64, and certainly none that look even 128x128, in the videos of Voodoo rendered games I can find. Of course having a maximum limit in a spec sheet does not mean it is attainable in a typical game. Both Voodoo and RCP share common DNA...
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    Texture cache of the N64 vs. that of Playstation

    Well Voodoo has to fill a screen that is at least double the size and most often four times. So they have more or less the same bandwidth comparetively. And the main memory over PCI is somewhat comparable to the cartridge. In fact N64 is in many ways a Voodoo in a PC, console equivalent. Compare...
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    Can 20fps be smoothly produced on interlaced displays *spawn

    No I'm pretty damn sure. Until you guys show me an interlaced game that runs at 20 fps. And it runs smoothly.
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    Can 20fps be smoothly produced on interlaced displays *spawn

    That's right, even Playstation had a game or two doing high res. I'd be surprised if the Saturn, Jaguar and 3DO didn't have examples too. Anyone know any examples of how framerate drops, or low steady frame rates where handled in these few games?
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    Can 20fps be smoothly produced on interlaced displays *spawn

    I did some research on 240p and while familiar with the concept, I found I never really understood it right (and neither, it seems do some of you guys fully). I know that the line change signal was encoded in the signal with TV broadcasts, but always assumed that the signal output by a console...
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    Can 20fps be smoothly produced on interlaced displays *spawn

    I don’t see you guys are agreeing at all. I see you thinking you are, or wanting to think so. If you try to actually make logical sense of what you write, there’s holes. It’s really very simple: 20 fps in NTSC will look choppy because the first in a set of odd and even fields will show a...
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    Can 20fps be smoothly produced on interlaced displays *spawn

    Persistence of vision and all that. Plus the decay of phosphors is a whole field (no pun) in and of itself.
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