To be honest that game performed significantly better on the PS1. But the Saturn version got extra content. It made the side characters playable with their own stories if I recall.Castlevania Symphony of the Night was better on the PlayStation.
The PS1 was enjoying higher numbers of units sold to actual customers in general and it also had a shitload of Japanese games that never got localized despite its crazy worldwide success. Some of them were dead gorgeous and better than games that got worlwide popularity too.
Delaying the Saturn would have been better than rushing it out and cramping the Genesis.
Graphics accelerators in cartridges were also mindblowingly wasteful.
I know. I didnt question this. This was directed to Akumaju's previous argument:Saturn also had loads of great games that never got released in the west.
Sega had planned an expansion cartridge with the SVP chip that would accept cartridges. This would have meant you buy the extra electronics once and insert cartridges into it.
Yeah, that was the point of my post. Not sure Putas got that.
VR was just a demo of what the SVP was supposed to do. Games built for it from the ground up could have had budgeted far more optimally and integrated with MD graphics, which were in games like the Sonics and stuff like Contra being pushed into really impressive territory.
I think the SegaCD's main downfall was Sega's inability to market the thing properly. They put all of their marketing eggs in the FMV basket and didn't properly show how "regular" games could be better beyond CD soundtracks. There are certainly a few games that were just Genesis games on a disc with better music, but if you compare the animation in Spider-Man or Mortal Kombat to their Genesis counterparts they are certainly a half generation better. Also, if you look at the games Core made using scaled sprites (Soulstar, Battlecorps, BC Racers) to anything on the Genesis it's a wonder Sega never ported over any of their superscaler games to the system. Even if they weren't arcade perfect they would have been a fair bit better than a stock Genesis could do.(M-CD hardware was the wrong choice too IMO. Very capable, but too much spent on underused hardware elements. Ditch the mighty 12 mHz 6800, ditch the M-CD only 512KB RAM, increase the shared pool to 512KB from 256KB and save a ton on the hardware while accepting you lose a few "special stages" and have longer load times)
Welcome. I'll try to answer these questions.. but it's pretty technical so it might be difficult to explain clearly.
1) This is how gouraud shading works on PS1. All of the points on the triangle have a 24-bit color value (not 15-bit). Each component (red, green, and blue) has an 8-bit value that represents a number between 0 and 2. Those values are averaged across the triangle, then multiplied by the texture color to shade it. The final color is then converted to 5-bits per component either with or without dithering. Most of the time shading doesn't increase intensity, so you can think of these values as being between 0 and 1 or having about 7-bits of precision.
On Saturn a 15-bits is used for each color, or 5-bits per component. They're averaged to represent a number between -0.5 and 0.5, which is then added to the texture color to shade it, and then it's output to the screen without dithering. So, this is inferior to PS1's method because:
a) Addition doesn't perform as correct of lighting model, so the transitions look less evenly stepped.
b) To get lighting that can go from full intensity to zero intensity the texture values have to be biased. But then this cuts off how naturally dark they can be. So you either give up dynamic range of shading or you give up dynamic range of the textures.
c) PS1's colors effectively have fractional input bits, so even when they're thrown out in the end (no dithering) they still give smoother shading transitions as the polygons move around. Similar to why sub-coordinate texel precision is desirable, something both consoles lack.
d) Dithering arguably looks better sometimes (less visible banding), especially when used in higher resolutions than 320x240.
e) I didn't mention this above, but PS1 has a more consistent averaging algorithm for the color values. On Saturn, the sprites are drawn one line at a time, and when it switches from one line to another the averaged color values are rounded down to whole numbers. PS1 on the other hand maintains 12 extra fractional bits for every value it's averaging throughout the triangle (both color components and texture coordinates)
2) The biggest why VDP1 half-transparency is rarely used in 3D (it's used all the time for 2D) is that it causes glitches because some pixels inside the sprite get drawn multiple times, so it has spots blending against itself basically creating sections that have higher intensity than they should. And these spots change a lot as the sprite's deformation changes, making it look very visually jarring unless. These glitches don't happen in 2D so long as the sprites are only scaled and not rotated or otherwise deformed.
The other issue is that VDP1 half-transparency is pretty slow. The mesh patterning feature is free and a lot of TVs at the time were pretty blurry so it looked almost the same.
I've been thinking more about the way VDP1 and VDP2 access their dedicated RAMs.
Here is the datasheet one of the 16-bit SDRAMs variants the Saturn could have used: http://www.datasheets360.com/pdf/1496897083870865313 Saturn uses the -17. That's the 256KB version (two VDP1 framebuffers and two VDP2 VRAMs), there's also a 512KB version that's used for the VDP1 VRAM.
VDP2 is easier to decipher because there are actual registers that configure how it accesses its VRAM:
- In low resolution mode, a pixel is output once per 4 VDP2 clock cycles (at 28.6MHz or 26.8MHz). In high resolution, once per 2 VDP2 clock cycles. This is easy to verify based on resolution vs frame rate.
- There are two separate 256KB VRAM chips with fully independent buses, and each has two banks internally. So, there are four 128KB banks total.
- For each 8 pixels, up to 32 memory accesses are configured for low resolution mode, or 8 accesses for each bank. In high resolution mode it's 16 memory accesses, or 4 accesses for each bank.
- This means that each 8 pixels, which take 32 cycles, get 32 memory accesses. So the total bandwidth is one 16-bit access per clock cycle, or about 57.2 MB/s. This works if each of the two SDRAM chips can provide an access every other clock cycle.
Note that for a significant part of the time VDP2 mostly won't access RAM because the screen is in hblank or vblank, and most of the memory accesses will just be useful for giving access to the CPU, like for uploading new graphics data.
Now, how can the SDRAM chips be accessed to provide this bandwidth? The Saturn docs don't specify but it's pretty easy to surmise from the datasheet. Page 40 gives a really useful table that provides the timing in clocks. The -17 part is used, and almost certainly operated with the VDP2's 28.6MHz clock, so you can use the -17/29MHz timing numbers. You can see that an ACT to ACT cycle on the same bank is 4 cycles, this is how long it takes to perform a full random read. If you interleave the two banks and pipeline commands for one with reading data for the other you can perform two random reads in 4 cycles, or one in 2 cycles.
If bursts or same-column locality were exploited the rate could be higher. But because the accesses are arbitrarily programmed this isn't possible to guarantee, and the timing must be guaranteed because VDP2 is racing the TV beam. It doesn't have any room to buffer unexpected stalls.
So what about VDP1?
It should be possible to sustain 2 cycles per pixel at arbitrary locations there too, so long as both pixels are to different banks. This can be accomplished by interleaving the two banks in a checkerboard pattern. This would result in any consecutive pixels going to different banks so long as they're next to each other vertically or horizontally in any direction. The pixel overfill method used by VDP1 would ensure this; two consecutive pixels would not be drawn diagonally from each other.
Unlike VDP2, VDP1 can afford to do tricks to go faster by using bursts and column repeats where possible, because the time can take variable amounts. But I don't think it does.
This still raises the question of why the pixel rate is 3 cycles per pixel instead of 2, assuming that the previously linked slide is accurate. It could be that this number is not fixed but an average, and includes a typical overfill ratio of 1.5x.
Back in the day before I knew any better, I would point to the chrome effects on the title screen of Sonic R when people brought up render to texture effects on Saturn. And that's not how it was done, but.. it's sort of how it was done. According to the Gamehut video on that effect, they software render the metallic items using the slave SH2 and it's drawn as a sprite using VDP1.
Whit respect of the Render to texture feature. Well, I think that yes. Because are other real games(Loaded, Castelvania, Tomb raider, Rayman, Firestorm Thunderhank 2, Hexen) make very similar feature(Static and full resolution). The result is another history (Resolution, depth color, refresh, penalty... etc...)I can't think of a single game that takes a full screen buffer and coverts it to an on screen item on Saturn. Also, i can't think of one that uses specular maps or any type of multitexture effects. From that Gamehut video I don't think they are possible.