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Bohdy said:Did any Ps1 games actually render at 60fps? What would be the point, considering that they could only work on interlaced TV's?
Could someone clear this issue up for me?
myself said:You are obcourse right and he is wrong, and the explaination is (IMO) simple.
Make sure he knows that even though TVs only updates 30 full frames per second, it does that by updating 60 half screens (fields) per second and letting your persistance of vison put it together in your brain. A field is literally a half of a frame, constructed of every other scan line.
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So when you see a game runnning 60FPS on a TV, you are seeing animation of the fields, not frames. And even though the animated images are only halves of the full image, the image division is so fine (every other line of around 500 lines) and it happens so fast (60 times per second) that your brain interpretes it as a complete image.
Here's some screen caps to help illustrate this better:
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In all those captures, you can see the characters composed of two scanline fields frozen in the middle of two frames of animation (what uneducated might call "motion blur", but as we all know, DC hardware didn't support Temporal blending FXs in hardware). Very clear illustration of how TV can display 60FPS action.
Guden Oden said:kenneth9265_3 said:20,000 poly per sec? Wow!to me thats kind of low for a orginal Playstation game, but you would probally know more than me...
Nah, not per sec; per scene; or in other words, what is currently displayed on the screen. This number would be multiplied by the game's framerate to get the polygons-per-second figure. Thus, a very well-optimised PS1 game running at 60fps would get 120,000 polys/sec.
It might be noted that the first Crash Bandicoot game had some seriously high poly numbers in the "tunnel-like" levels where the player runs "into" the screen because it streamed precalculated data straight off the CDROM and passed it straight to the graphics hardware. No numbers were mentioned by the devs except that often distant polys were as small as one pixel in size - which means the game can fit in a lot of them at any one instance.
Of course this meant that the gameplay was very limited too - as I recall the screen didn't scroll from side to side at all in those tunnel levels. It was a pure "on-rails" experience.
Megadrive1988 said:PS-X / PlayStation / PSone
Geometry Transform Engine: (calculated/transformed polygons/sec)
*1.5 million verts/sec
*500,000 polygons/sec
GPU: (rendered, displayed on-screen)
*360,000 flat shaded polygons/sec displayed
*180,000 textured, gouraud shaded, lit polygons/sec displayed
I don't think any PS1 game pushed more than the theoretical max of 180,000 texture mapped, gouraud shaded, lit polygons/sec
sure you could do more than 180,000 polygons without texture mapping, or without gouraud shading and lighting.
I think the first PS1 Ridge Racer (1994) used about 90,000 textured polygons/sec
Bohdy said:Did any Ps1 games actually render at 60fps? What would be the point, considering that they could only work on interlaced TV's?
Could someone clear this issue up for me?
Which one?It is amazing how few polygons were rendered back in the time... There was one late PS1 game that pushed the console to the limits, it looked like an early/launch game for the Dreamcast in terms of polygons, it was a shooter.
PS1 had many 60fps games. All Tekken games, Tobal 1& 2, Ergheiz, Rapid Racer, Dead or Alive, Forsaken, Klonoa, Einhander, Omega Boost (I think). Motor Toon, and I am sure there were many others too
Which one?
I'd wager a decent sum that this is utter bollocks, I can't begin to imagine which game this would be. Most N64 titles struggled to even hit 30fps, so to hit 200k polys/sec would require hugely detailed levels (for its time). I know of no such game, it would be difficult to fit it on a cart to begin with due to storage requirements.I read somewhere(along time ago) that one game on Nintendo 64 managed 200K polygons per second...
This I also doubt very much, GBA had no hardware 3D acceleration to my knowledge, and a very slow main CPU. Doing 3D math in software is slow as hell unless you got some sort of on-chip vector math unit or similar like in Sega Dreamcast's SH4.On Unseen64 there is an article on a GBA game that rendered 40+K polygons textured in actual gameplay
I don't know which game pushed that, I forgot. It was over a year ago...I'd wager a decent sum that this is utter bollocks, I can't begin to imagine which game this would be. Most N64 titles struggled to even hit 30fps, so to hit 200k polys/sec would require hugely detailed levels (for its time). I know of no such game, it would be difficult to fit it on a cart to begin with due to storage requirements.
It always boggled my mind how they managed to fit everything into a 64MB card and make it better. They say that the sound was also improved. I am not sure if they mean cleaner sounds or simply the inclusion of surround sound.Turbo3D microcode pushed 600K polygons at PlayStation quality(eg distorted textures) and it is naive that it would't fit on cart, specially when by late 90's there were compression methods for Nintendo 64 and carts were as large as 32MB and Resident Evil 2 was 64MB.
It was not better. Textures were worse. I do not think audio quality could be better too.It always boggled my mind how they managed to fit everything into a 64MB card and make it better. They say that the sound was also improved. I am not sure if they mean cleaner sounds or simply the inclusion of surround sound.
1.) Its a cartridge. That's pretty sweet.It was not better. Textures were worse. I do not think audio quality could be better too.