fair.Also I am not worrying. It is much more simple. I buy products and they dont offer a good quality experience any more.
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fair.Also I am not worrying. It is much more simple. I buy products and they dont offer a good quality experience any more.
Hello community!
First of all congratulate them for this great thread.
I'm also a big fan of the Sega Saturn.
And despite the fact that I have investigated deeply. Through their SDK and official documentation.
I still have doubts, doubts that through emulation, and more specifically yabause, are becoming less.
They could help me with a couple of technical doubts:
1) Why the gourand shading of the SS has less amount of color in its degradation than the PSX? In theory, the SS this effect does with 16bit tables color index, that is, the PSX, to where it is rendered in 16bpp. So why is the PSX gradient of higher quality?
2) Although the VDP1 of the SS, has the ability to make half-transparencies, over several layers, within the process entities process of this unit. That is VDP1 vs. VDP1 but not against VDP2. Because so little was used at the time. Using more of the VDP1 option against VDP2, limiting the ability to do multilayer transparency. From what I read, there were performance issues, but seeing games like Loaded, where semi-transparencies VDP1 vs. VDP1 are used in many elements, and overall game performance and quality is very similar to the PSX version.
Many thanks in advance for helping me to better understand this great machine. Complex but very powerful.
Regards!
I have a question about quads.
I dont remember the numbers but if I recall the Saturn was reported to be able to do around 300k polygons per second whereas the PS1 was reported at around 500K polygons.
But the Saturn of course used quads. Did Saturn's numbers refer to quads and the PS1 numbers refer to triangles?
A PS1 quad surface would be the equivalent of 2 triangles. The PS1 could be the equivalent of approx 250k quads if this is the case. Perhaps one of the reasons the Saturn was having issues with drawing 3D was the fact that using only quads was forcing the console to have less polygon budget and of course quads were less flexible back then when everything was made of low geometry.
Thats referring to PS1 right?The maximum number of triangles the GPU could actually process is 360K/second. And that is for triangles that are neither textured nor shaded. Maximum rate for shaded and untextured triangles is 180K. Maximum rate for shaded and textured triangles is 90K. These numbers are absolute best cases and may not be attainable in realistic situations. As far as actual real world numbers go I've seen some game scenes with 3000-3500 triangles. I don't know the framerate but I'd assume it was around 15-30 FPS, so maybe 100K polygons/sec, and these games were pretty good about avoiding shading or texturing when they could get away with it.
Thats referring to PS1 right?
Interesting retro analysis. Puts to an end the Tomb Raider debate once and for all
Well I was talking specifically about the PS1 vs Saturn debateHe would have to cover 3d accelerators lot more to make it definitive.
Please, Aku. No need to ride to the defense of your favorite console like a knight champion of old. It's just a hunk of plastic.
Also, enough with the self-martyrization, alright? Saturn ultimately did fail because it was overly expensive to build (and thus sell), whilst underperforming* versus the cheaper PS. There's absolutely no disputing that; demonizing "western media" (lol!) changes nothing, because this is a well-established fact easily backed up by other facts.
*Both in raw hardware power and ease for programmers to tap said power.
So on the one hand we have people who at least have some understanding of games programming and old console hardware looking at Saturn and saying that it's going to be harder to develop for than PS1. On the other hand, we have you saying they're both easy to develop, with it being really unclear what you're actually basing this on. Because you had both consoles and were comparing the games, apparently?
You keep saying we've been misled by a negative western media when that has nothing to do with that. The difficulty statement is based on things like:
- Having to use the second CPU to get reasonable performance. That means having to worry about concurrency and synchronization on processors that don't even have atomics and locking operations. You also have to manage flushing the cache because they're not cache coherent. These are huge pitfalls for programmers, they're not easy problems. And then trying to actually divide up tasks to get a good work balance on both cores is going to be very hard unless the game has a design that lends itself well to a simplistic partitioning.
- Having to do all the geometry stuff in software, in CPUs that don't have proper divides. The lighting calculations in particular are a lot of work to get right and efficient, which is probably why games don't even bother with it. But even without that the games have to calculate camera transformation, perspective division, frustum culling, backface culling, and depth binning while the GTE on PS1 while either perform these operations or at least compute flags to help you handle them. And god help you if you have to clip.
- Pure quads are just plain harder to mesh decently, making life a lot worse for the artists.
- There's no decompression hardware like the MDEC on PS1 (unless you count the add-on MPEG card), so it has to be done in software. You could use third party libraries like Cinepak, but Cinepak sucked...
- VDP2 is super convoluted. You have to actually set registers that program how the VRAMs are accessed every cycle, and depend on this being consistent with the other settings you've programmed (some games messed this up anyway). There's all sorts of one off features that are not that useful, and some extra design complications that don't really make sense like how the maps are partitioned hierarchically. The rotation layers are not at all intuitive to set up. And the documentation is very confusing, or at least the English documentation is. On PS1 there's less flexibility and raw power with 2D but it's more straightforward to manage, even if you have to turn maps into display lists yourself. You could do 2D games fully on VDP1 but it'd be more limited than PS1 for sure...
- You have to manage the interaction between VDP1 and VDP2, meaning you have to worry about how priority is encoded. And if you want to do alpha blending that isn't broken it has to be on VDP2, but that's very limited and will likely involve having to draw occlusion geometry in VDP1 to make parts of VDP2 layers visible, at least if you want it in moderately complex scenes. Speaking of which, Sonic Jam's use of VDP2 probably involved occlusion geometry as well.
- You need code running on the 68k to babysit the audio hardware, which is really generally not necessary (managing some voice keys is not a demanding task). I'm guessing Sega probably offered libraries for all the audio stuff, though.
- The SCU DSP is really, really hard to code for, which is probably why few games use it for much of anything. You have to think a lot about how operations happen implicitly, in parallel, and in pipeline, and you have very limited memory to do it all in.
Now sure, PS1 has some areas where it's probably harder to program for. You have to manage a small explicit scratchpad in the CPU instead of a transparent unified cache, you have to be careful with how your code is organized to avoid conflict misses in the icache, and you have to be careful with textures to avoid thrashing the texture cache (generally probably means avoiding > 64 wide @ 4bpp textures per triangle if it's in real 3D stuff). But the laundry list for Saturn easily outweighs this.
And it might be pretty easy to program a simple 16-bit style 2D game on Saturn, where you only need to use one CPU, have no FMVs or anything, no reason to use the DSP, and only needing the VDP1 and VDP2 in a really limited straightforward fashion. But is that really what we want to call a baseline for the system?
if I recall Sega was deliberately using numbers sold to retailers instead to consumersAlso this major revision of Sega Saturn by Sega was a direct result not just of well over a year of production and engineering advances...but the fact that even by March 1996, the Sega Saturn was outselling the Sony PlayStation in the domestic Japan market...
Is this trustworthy?Here is an comparison page with some interesting numbers that doesn't seem to be complete poppycock:
https://segaretro.org/Sega_Saturn/Hardware_comparison
For realz!Is this trustworthy?
It also claims that a later PS1 model was kinda improved in performance?
Thats interesting. I wonder how DF missed this. In their TR analysis they mentioned that the PS1 had higher color depth of some sorts but this changes everything. I bought my PS1 in 1996. I am curious to check it out now.