upnorthsox
Veteran
100 posts good job, I'm so proud of you guys. I knew that just a ps2 in the title would bring it out of you.
Man, how i love the lod solution of that game. Same engine would later be borrowed by ND on CTR. The use of untextured polygons was less obvious in that game, but was still there. It also introduced soft-morphing between lods for certain objects. Those same concepts would be used of jak n daxter's engine, which was borrowed back by insomniac for RnC. So you can see, if you are looking for it, lots of untextured polys used in far-away geometry in all jak and ratchet games on ps2.IIRC, Spyro the Dragon (PS1) was one of the first games to do a good use of untextured polygons, in order to achieve better draw distances.
PS2 is POWER!100 posts good job, I'm so proud of you guys. I knew that just a ps2 in the title would bring it out of you.
100 posts good job, I'm so proud of you guys. I knew that just a ps2 in the title would bring it out of you.
I would say that Virtua Racing made even better use of non textured polygons. IN 1992!!
That is indeed crazytalk. Last thing you want in a portable is a ridiculously and deliberately overbuilt and inefficient device like the chipset from PS2. To draw the same polys over and over to do multitexturing and other effects is just terrible engineering in a device where processing and power consumption is a premium. The EE didn't even have an L2 cache for chrissakes.I even raised the question because at the time I foolishly believed (and still do) that PSP should have been a portable EE-GS which at 90nm is impossible (maybe Nomad/GameGear/Lynx/NEC graphix possible) but perhaps at 65nm if there would have been money to shrink then PSP would have kept the PS2 1:1 #Crazytalk due to timing design decisions.
So on PS2 to make multitexuring you should use polygons multiple times? Like if you want two textures, you should calculate all poygons two times? And what you mean by other effects?To draw the same polys over and over to do multitexturing and other effects is just terrible engineering in a device where processing and power consumption is a premium.
But it have Scratchpad memory. Doesn't it was used same way?The EE didn't even have an L2 cache for chrissakes.
I believe you don't have to calculate polys twice, to do multi-texturing you re-submit the same geometry, but with different textures each time.Like if you want two textures, you should calculate all poygons two times?
Anything else the GS is capable of creating, using its limited feature-set in a clever manner. Like emulating bump mapping, indirect texturing effects and so on.And what you mean by other effects?
No, scratchpad is like regular RAM (only faster, because it runs at CPU clock and is SRAM so probably no or practically no waitstate cycles penalty for accessing it); it stores whatever you manually put in it and only that. Caches have logic to automatically mirror the most-used memory locations without user intervention.But it have Scratchpad memory. Doesn't it was used same way?
There is no special blocks for those things; like in the original Playstation, the GS uses flat polygon quads for that, oriented parallel to the viewport. Since they're flat and parallel, I believe simpler calculations can be used to process these types of objects, making them fast to generate.Also can anyone tell which blocks in GS calculate sprites and particles?
AFAIK it's other way around. Sega Saturn used distorted sprites to draw 3D. 3DO too.AFAIK, the Sega Saturn also used polygon flat quads for its sprites IIRC, and it was known as a sprite monster machine.
I've heard that before, and AFAIK no, it is not correct. Saturn used quadrilaterals instead of triangles, which meant some inherent disadvantages in 3D rendering; these quads were also used as sprites, which may have led to this confusion.AFAIK it's other way around. Sega Saturn used distorted sprites to draw 3D.
N64 would have done the same, if Nintendo had allowed any sprite titles to appear on it (well, other than Killer Instinct, sort of.
Mario kart 64 says hello. Also, the billboards present in almost every n64 game, from mario 64 coins and trees to the bombs and items in zelda...
Yoshi Story? Mischief makers? There were a few...
Surely two triangles to make a quad? That's how it's done these days. How would you draw a sprite on a triangle? Use equilateral triangles and draw to a region within?
I figured as much. Just thought how fun it was to remember how much 2D fackery was used back then...While YS and MM are good example of sprite based games on the console, Grall was referring entirely to sprite based games and not sprite elements in games.