Josiah said:HSR? you give PS1 too much credit...
I don't know the correct terrm for this
Josiah said:HSR? you give PS1 too much credit...
archie4oz said:1) You can't hype using peak performance specs? Oh I disagree
SONY is known for hyping specs, Nintendo OTOH is not ie conservative realworld GCN specs.
Sorry, you must be new to this planet... Did we forget about the years of "Project Reality?" Forget about all the Mode 7 hoopola? Sega is no sweetheart either... Besides, Sony hasn't published any performance specs so they really can't "hype" the PSP on it's performance now can they?
Also you might as well consider anybody who publishes a spec for their hardware as "hyping" it.. (as far as I'm concerned, it seems that the word "hype" has become the favourite buzzword of the f4nb01, critic/pundit these days as well)
Project Reality was a code word like Dolphin not specs.
Mode 7 was a marketing term for the real world capabilities of the SNES's graphics chip just like GCN's realworld specs.
well it's a higher abstration of the art of 'hype' surely?
PC-Engine said:1 TFLOPS, 66 Mp/s, etc. are hyping specs.
non-textured flat polygons
rabidrabbit said:Wht not? Didn't Tobal on PS1 use flat polys?
well, I did mean flat, coloured and lit polys...
If you accept your argument that lower precision classifies something as "hack" then everything prior to something with better precision is automatically a hack.Mfa said:Building a BSP for each frame including all the dynamic stuff is not conducive to performance though, so most of the time the painters algorithm is used as a hack and relies on a hope and a prayer that things go right
Actually that was 66 shaded/prelit. Which makes a fairly big difference as it refers to a number for something that actually gets used in real world.PCEngine said:Peak numbers are hyped specs used by fanboi's for bench racing like 66 Mpolys/sec unlit, unshaded
These numbers at least have a context.IMO peak numbers for a gaming device for non-ingame situations is hype. I don't care what the geometry processor can transform without texturing or lighting, it's meaningless from the POV of a consumer and only good for hype.
But I would possibly buy a game that uses just shaded/prelit (thanks Fafalada), if the game looked good and original because of that. A sequel to REZ with 50-60 MPolys/sec would surely look and play great.PC-Engine said:LOL you don't get it do you? People don't want Vectrex style graphics today my friend...15 years ago sure...
Maybe some oddball game like REZ, but I don't think REZ is pushing 66 Mpolys/sec
DeanoC said:The Painters algorithm is a valid (and fairly good) form of HSR (hidden surface removal), the PS1 was fairly unique in having hardware acceleration of it.
The GTE also rocked... best true coprocessor (rather than seperate co-CPU like device) ever in a console/computer.
PC-Engine said:rabidrabbit said:Wht not? Didn't Tobal on PS1 use flat polys?
well, I did mean flat, coloured and lit polys...
Didn't the Vectrex use not lit, non shaded polys?
After all we all want to see new PS2 games pushing 66 Mpolys/sec wireframe mode!!!
Do we get perspective correction on polys when running PS games on PS2?