For anyone whose interested, I just found a flaw in my benchmark. I was using a custom library to generate commands for the hardware, and...
I doubt that's a normal map. It doesn't look what I would expect a spherical coordinate normal map to look like, nor is it a cartesian normal map....
Doesn't look like I can post.
I found something really interesting. Someone on Sonic Retro ripped the models from the Genesis version of Virtua Racing! (I was planning to do...
I guess a lot of it's black boxes. Once you have the hardware set up to recieve polygons, you just send "set render state" commands and vertex...
The position of a vertex doesn't affect performance, but the size of a strip's bounding box does. Most people here probably know this already,...
That's just the time it takes to feed vertex data to the hardware that writes out the display list, so it's basiclly benchmarking how fast it can...
It's also TapamN there. The account still works for things like tracking viewed threads, I just can't post. The 6 million was drawing a bunch of...
I've been following the PS2 vs DC thread on Sega-16 and saw about it. (I have an account there, but the verification email went missing, so I've...
Whether or not the rendering code does T&L for off-screen stuff depends on the model format. A model format I made for the Dreamcast stored AABB's...
Polygon strips whose 2D screen space bounding boxes are completely off screen are discarded completely by the component that writes out the...
"Did you see the movie The Matrix? Same interface. Same concept. Starting from next year, you can jack into The Matrix!" -- Ken Kutaragi,...
Yes, that's where it's from. I wish you uploaded a PNG instead of a JPEG of the height map, because the compression artifacts are kind of...
Oh, hey. That old thing. I'm actually working towards an interactive normal map demo that people can run on real hardware to allow people to...
Super Magnetic Neo
Is that full screen or split screen? Because 2P versus mode is split screen with (IIRC) no loss of detail, so the real throughput is twice that....
Motion blur really only makes sense out of cutscenes is if you have eye tracking. Things are only blurred if they are moving relative to your...
Since the VDP1 does texutring "backwards", that means that instead of having textures limited to a power of 2 size (for easy address calculation)...
In Saturn tech documents there are some registers listed to configure how much RAM is installed. There are two options to configure how much main...
Replace the right analog stick with a trackball.
A few SNES game had load times. Out of This World and Earthworm Jim come to mind; Earthworm Jim had longer load times on the SNES than Sega CD....
The main reason for the slowdown in the Saturn port of Symphony is that the original version was designed for a single CPU system, while the...
One alternate design for the Dreamcast that I think might have been reasonable to do (compared to doubling the clock rate) would be to have a...
That's what I did do. I could tell that the program I was using to get the counts on wasn't totally reliable, but I wasn't able to get a good...
You don't need the whole codebook. You can have a 64*64 non-mipmapped texture with 1kb codebook, for example. That gets 64*64*2/8+1024=2kb; an...
You get 256 tiles, at a size of either 2*2 or 4*1 texels each, with 4444, 1555, 565, or YUV422 color formats (and maybe normals, I haven't tested...
The Dreamcast version of Sakura Taisen 1 runs on VGA at 640*480 perfectly fine. According to my monitor's display, the video signal is 640*480 at...
Because that polygon model is around 15,000 polygons. Shenmue 1's high end polygon count is around 25,000 per frame. If you look carefully in one...
I've been doing DC homebrew too. My best achieved poly count is 5.46 million per second... but half of the polygons are off screen in that...
Probably. I've used 3DAnalyse to get polygon counts of games running on nullDC and Project64, and used Texmod to dump textures from them.
I'm guessing your using Windows. Right click, choose "Save Link As..." or equivalent. When the Save As box comes up, put quotation marks around...
Um. No need to wonder: all of it.
It's not possible to have SuperFX games run at a higher resolution. The SuperFX chip is a RISC CPU with some instructions and cache optimized for...
If it's not self shadowing, it's not really a shadow map. They just render-to-texture a silhouette of the character (with white as the uncovered...
The Jaguar dev manuals are freely available, so it's not too hard to get them if you look. I've looked through them at one point, and, IIRC, the...
http://www.moogle-tech.com/n64_jul07.html That's from some guy working on a low level N64 emulator for MESS. At the moment, his code doesn't...
The Dreamcast port of Omikron ran with 2X super sampling (1280*480). If you use a VGA cable, it's pretty easy to see it. I know of a homebrew...
You did? ... Whoops! You did. Sorry, I've just see so many other people saying per second in other places that it's become a reflex. But,...
It ran at 256*192, stretched horizontally out to a width of 320. The lost vertical resolution isn't too big of an issue because of overscan. It...
ASH is 256 MB. I also have DS Real (a Hong Kong DS card with a MicroSD slot) and I have it working with a 6 GB MicroSD.
Heh. Well, there's a few things that, even on an emulator, can't be "forced on" on the PSX, like subpixel accuracy. The PSX (and Saturn) only...
The RAM expansion was also used for GameShark Pro's cheat creator, which let you search RAM for specific values/comparations (X >= 30) or relative...
"R4: Ridge Racer Type 4", probably.
Majora's Mask did require the RAM expansion. Perfect Dark required the RAM expansion for one player mode, but the multiplayer maps could be played...
No. As far as I know, no N64 cartridge has any special add-ons.
Er, when I said light map, I was thinking of something like the "phong map" on this page, which would be distorted by EMBM and used as the light...
Plain normal mapping needs two texture reads: once for the normal map, and once for the base texture. EMBM normal mapping needs three texture...
Or, here. I took two screenshots of MAME emulating VF3: Pic 1 Pic 2 And... it looks the same.
Go run VF3 on MAME. :lol:
Those are screenshots of the Model 3 arcade game being glitchily emulated.