marconelly! wrote:
The Vivanonno emulator's default settings runs Rave Racer at low texture detail, however if you follow the instructions in the read me file and you have at least a 1.7Ghz CPU with 1.5GB and a GeForce or Radeon card with or over 128MB or 256MB you can actually run the emulated Rave Racer at full texture detail.
Further Mame32 version 87 and up support Rave Racer at true to the arcade texture detail however since MAME32 is accurate by default if you have 2GHz cpu and 512MB or over that ammount of ram, reguardless of vid card (MAME32 is mostly CPU dependent) you will only get around 10 to 12 Frames per second but you will be able to see the textures how they originally were meant to be.
Here is a site that has some info on Rave Racer's hardware original specs:
http://www.system16.com/namco/hrdw_system22.html
Rave Racer was and still is an impressive looking videogame however Rave Racer and even Ridge Racer 5 still can't touch SEGA's Super GT or S.C.U.D. Racer:
http://www.system16.com/sega/hrdw_model3step1_5.html
Whats funny is that there are some lads working on a Model 3 emulator but they will not release it because it runs very slow right now.
However the Emulators work by using a program that uses your PC's components via Direct X into fooling the game rom set into thinking it is running in its original hardware.
Obviously the emulator are limited by their programers and their programing enviroment (read the guys doing the work are doing it for hobby and don't get paid)
If Namco would ever have actually tried to re-program Rave Racer for consoles I can tell you that the Nintendo 64 would not have been able to match the arcade unless they were to use the 4MB expansion pack and a very large cartridge (over 512MB). SEGA's Dreamcast with its 200Mhz SH-4, PowerVR2 and 16MB system and 8MB video ram would definetly have not only ran the game at 640x480@60fps but it would have improved it to SEGA Super GT levels.
Sony's PS2 with its limited 4MB of ram could possibly do the same, maybe, but GC XBox would definetly improve over a Dreamcast re-programed version.
PS you really need to see these games running in the arcade to trully appreciate the 3d graphical effects that they were able to display.
Hmm, perhaps if you have some nostalgic fetish for unfiltered, monochromatic textures That doesn' t look good at all to me, and it's the same hardware emulated by Vivanonno, right? Based on that emulation, and RR1/2 that I've played on it, that hardware's texture handling is really poor - after all, wasn't it the first arcade hardware ever to be able to display textures?
The Vivanonno emulator's default settings runs Rave Racer at low texture detail, however if you follow the instructions in the read me file and you have at least a 1.7Ghz CPU with 1.5GB and a GeForce or Radeon card with or over 128MB or 256MB you can actually run the emulated Rave Racer at full texture detail.
Further Mame32 version 87 and up support Rave Racer at true to the arcade texture detail however since MAME32 is accurate by default if you have 2GHz cpu and 512MB or over that ammount of ram, reguardless of vid card (MAME32 is mostly CPU dependent) you will only get around 10 to 12 Frames per second but you will be able to see the textures how they originally were meant to be.
Here is a site that has some info on Rave Racer's hardware original specs:
http://www.system16.com/namco/hrdw_system22.html
Rave Racer was and still is an impressive looking videogame however Rave Racer and even Ridge Racer 5 still can't touch SEGA's Super GT or S.C.U.D. Racer:
http://www.system16.com/sega/hrdw_model3step1_5.html
Whats funny is that there are some lads working on a Model 3 emulator but they will not release it because it runs very slow right now.
However the Emulators work by using a program that uses your PC's components via Direct X into fooling the game rom set into thinking it is running in its original hardware.
Obviously the emulator are limited by their programers and their programing enviroment (read the guys doing the work are doing it for hobby and don't get paid)
If Namco would ever have actually tried to re-program Rave Racer for consoles I can tell you that the Nintendo 64 would not have been able to match the arcade unless they were to use the 4MB expansion pack and a very large cartridge (over 512MB). SEGA's Dreamcast with its 200Mhz SH-4, PowerVR2 and 16MB system and 8MB video ram would definetly have not only ran the game at 640x480@60fps but it would have improved it to SEGA Super GT levels.
Sony's PS2 with its limited 4MB of ram could possibly do the same, maybe, but GC XBox would definetly improve over a Dreamcast re-programed version.
PS you really need to see these games running in the arcade to trully appreciate the 3d graphical effects that they were able to display.