Mittens0407
Newcomer
I'd say so, yeah.Can I ask, if it's running from a super fast SSD, it is accurate to say it running on DC hardware?
I'd say so, yeah.Can I ask, if it's running from a super fast SSD, it is accurate to say it running on DC hardware?
I'd say so, yeah.
I think the usage of an SSD is of convenience rather than necessity, copying over a disc image is much less of a hassle than burning a disc for every new build.I think it would be more accurate to say it's running on modified DC hardware, as to me, saying it's running on DC hardware implies it's running on a bone stock system.
But a bone stock system doesn't have an SSD, so it's technical capabilities (specifically in terms of streaming performance) are technically higher than what a bone stock system can achieve.
I think the usage of an SSD is of convenience rather than necessity, copying over a disc image is much less of a hassle than burning a disc for every new build.
Absolutely, but it also has a performance impact. So for every update running off fast storage, we'd still need a confirmation optical disk build to test for a full, native DC version.I think the usage of an SSD is of convenience rather than necessity, copying over a disc image is much less of a hassle than burning a disc for every new build.
I asked this same question for the same reasons 5 days ago. The two responses told me that burned CDs have been tested (so in principle it works, with unknown performance impact) and also CDs are gimped versus GDRoms, which is true. So in truth, SSD will be inaccurate as it's too fast, and CD will be inaccurate as it's too slow. We're not going to get anyone burning GDRoms so you'd need someone to create a virtual ODD that limited IO based on DC stats.That is a reason, but the guy dealing with the port has also said they've not tested to see if the optical drive will keep up with the streaming demands now the game is running faster.
Absolutely, but it also has a performance impact. So for every update running off fast storage, we'd still need a confirmation optical disk build to test for a full, native DC version.
I asked this same question for the same reasons 5 days ago. The two responses told me that burned CDs have been tested (so in principle it works, with unknown performance impact) and also CDs are gimped versus GDRoms, which is true. So in truth, SSD will be inaccurate as it's too fast, and CD will be inaccurate as it's too slow. We're not going to get anyone burning GDRoms so you'd need someone to create a virtual ODD that limited IO based on DC stats.
I hope that happens, but it'll be a low priority. What we're getting at the moment is a look at DC's rendering and processing capabilities with the whole IO considerations being left on the back burner.
Sonic R has a draw distance of 30 meter compared to CRT 1 kilometer/infinite.I had already played Sonic R extensively by the time Crash Team Racing came along. It was, finally, a Mario Kart type game on another platform to be sure. But the level geometry, character models and effects didn't impress me. If anything, I thought the game was actually made up primarily of squares, not smaller triangles. I still own it today, and I definitely get the gameplay appeal, but not the performance appeal, especially in comparison to Parking Garage Rally Circuit.
There's no reason someone couldn't modify KallistiOS's CD driver to add artificial delays to mimic the speed/seek times of a GD or CD.so you'd need someone to create a virtual ODD that limited IO based on DC stats.
I'm randomly thinking using a computer to serve into the hardware's IO. However data is being served currently from SSD, stick a processor between it and the DC and have add delay and limit rate. Like, I dunno, a Raspberry Pi functioning as a virtual CD drive. I guess you are presently streaming from Windows and that's where a driver would come in?
Edit: Actually as a Retro tech, such a device would be quite useful if you could plug it into the optical/IO connectors of any hardware. You could upload builds and test real-world performance. There's a real-world case of this, BTW. Champions of Norrath released with a 'bug' where tiles wouldn't stream in time. This didn't happen in development and caught the devs off guard, who found it was because of the dual-layer DVD and access on the second layer being slower. Having a virtual drive who's parameters can be tweaked will allow all scenarios to be tested against including varying performance of optical drives. With SSDs (even SD cards!) offering 'unlimited' performance, we can simply regulate them via software. Well, in a lot cases for retro consoles, the entire games could easily fit in RAM these days!
As the texture streaming on PS2 wasn't fast enough to load everything the GTA dev explained
I guess at this point we need to revisit what exactly was the quote about PS2 DVD's being limited. We have no source on that and maybe people are misremembering? The first google came up with this
The issue described here isn't PS2'd DVD drive being too slow overall, but too slow versus reading everything from RAM. That is, the problem faced was fitting a city into the game bigger than could be fit in RAM, necessitating streaming which was the new challenge.
If there's any particular reference to GTA maxing PS2's DVD capabilities, we'd need to see it, and then challenge it if DC can stream just fine off a CD (that said, the CD still isn't streaming audio concurrently which would some head movement and latency?)
Edit: Also
I guess at this point we need to revisit what exactly was the quote about PS2 DVD's being limited. We have no source on that and maybe people are misremembering? The first google came up with this
The issue described here isn't PS2'd DVD drive being too slow overall, but too slow versus reading everything from RAM. That is, the problem faced was fitting a city into the game bigger than could be fit in RAM, necessitating streaming which was the new challenge.
If there's any particular reference to GTA maxing PS2's DVD capabilities, we'd need to see it, and then challenge it if DC can stream just fine off a CD (that said, the CD still isn't streaming audio concurrently which would some head movement and latency?)
Edit: Also
The PS2 drive can operate in either CAV or CLV mode. CAV is faster, but less stable, and only works on one layer of a dual layer disc.
We ran the drive in CLV mode, and I don't want to revisit the amount of time I spent laying out the 8GB of data we crammed onto the disc.
Compressed textures should help immensely too - far less data demands and likely closer physical proximity and more textures per square centimetre of plastic (a metric that needs its own IEEE unit). They mention for VC R* used better compression on texture and models. Although curiously that game runs so much worse! I guess IO was not the bottleneck for that game.That would be one area where the extra VRAM on DC could slightly alleviate the strain on the streaming requirements.
Compressed textures should help immensely too - far less data demands and likely closer physical proximity and more textures per square centimetre of plastic (a metric that needs its own IEEE unit). They mention for VC R* used better compression on texture and models. Although curiously that game runs so much worse! I guess IO was not the bottleneck for that game.
No.Did anybody seriously think a SSD would mean Dreamcast has sata 150 transfer speeds ?
Maybe with an emulatorDid anybody seriously think a SSD would mean Dreamcast has sata 150 transfer speeds