The PSX could use any of its texture formats for its sprite mode. We definately supported 256 colour CLUTs and I think true colour (sure we had a true colour static background). PSX had 66 MPixel fill rate in sprite mode. Thats was enough for a fair few background layers.see colon said:the saturn can display sprites with up to 64 colors while the psx can handle a mere 16 colors/sprite (just like the snes). this, combined with the saturns dual VDP solution (one for backgrounds and one for sprites) and extra overal memory gave the saturn a nice advantage in 2d.
Mulciber said:saturn certainly had some of the best advertising.
Coincidentally, the main programmer from Lobotomy claims that their games ran much faster on PS1 then they did on SaturnLobotomy's three FPS games for Saturn really show off how much VDP1 can render - look at Quake, it's more or less an exact conversion of the PC game.
Ezra: The most striking thing about the PSX port was how much faster the graphics hardware was than the Saturn. The initial scene after you just start the game is pretty complex. I think it ran 20 fps on the Saturn version. On the PSX it ran 30,but the actual rendering part could have been going 60 if the CPU calculations weren't holding it up. I don't know if it would have ever been possible to get it to really run 60, but at least there was the potential.
Other than that, it would have looked identical to the Saturn version. Except for some reason the PSX video output has better color than the Saturn's.
So I know something about the PSX. And really, if you couldn't tell from the games, the PSX is way better than the Saturn. It's way simpler and way faster. There are a lot of things about the Saturn that are totally dumb. Chief among these is that you can't draw triangles, only quadrilaterals.
mkillio said:Sorry to go a little off topic but I didn't think that it was worthy of its own thread.
Which was more technically powerful Genesis or SNES and how? I have friends that say Genesis and I totally disagree but I have no facts to back my self up.
N64 has stock 4MB unified, and can be expanded to 8MB. Saturn can be expanded to 8.5MB with a 4MB RAM card.
IIRC, while N64 does have a functional 2D ucode available, not one single game actually used it, favouring 'faked' 2D using textures on screen-aligned polygons.
And on that note I dunno why PS1 is dubbed to be weak in 2d either, absurdly enough, sometimes even compared to older machines.
VDP1 has enough sprite-generation power to fake full, damn good looking 3D worlds on its own (Shining Force III, Burning Rangers, Panzer Dragoon II and Saga, QUAKE/Duke3D/PowerSlave(Exhumed in Europe), and of course the unreleased Shenmue appears to be doing next to nothing on VDP2 as usual). Lobotomy's three FPS games for Saturn really show off how much VDP1 can render - look at Quake, it's more or less an exact conversion of the PC game.
The Megadrive has a 8Mhz Motorola 68000, the 68000 was a stunning processor for its age. Internally 32 bit, it had a 16 bit bus so considered 16 bit. 8 general purpose data registers, 8 address registers. A nice CISC instruction set, it was great little processor (I learnt how to program on it).Fox5 said:I've heard people say the Genesis has a more powerful cpu, but the only evidence I've ever seen for this is mhz. Assuming that's true then you could say the SNES would be like a 486 with a voodoo compared to a pentium with software rendering.
DeanoC said:The Megadrive has a 8Mhz Motorola 68000, the 68000 was a stunning processor for its age. Internally 32 bit, it had a 16 bit bus so considered 16 bit. 8 general purpose data registers, 8 address registers. A nice CISC instruction set, it was great little processor (I learnt how to program on it).Fox5 said:I've heard people say the Genesis has a more powerful cpu, but the only evidence I've ever seen for this is mhz. Assuming that's true then you could say the SNES would be like a 486 with a voodoo compared to a pentium with software rendering.
An Atari ST or early Apple Mac were basically just this processor on its own. The CBM Amiga, SEGA Megadrive and X68000 were this processor with extra custom chips. It was a close to being in the IBM PC as well.
The SNES has a 3.58Mhz 65812, is the 16 bit version of the venerable 6502. It really isn't in the same class as the 68000, the main reason it was used was for backwards compibility with the NES (yes it was always the intention to ship with NES compatibiltiy). It has 16 bit registers, 3 of them! The accumalator and the X and Y registers (actually it has 2 memory segment registers to allow it to address up 24 bit addresses).
Megadrive wins hands down on the CPU stakes.
SegaR&D said:You have to realize though, the Genny was released in Q4 1988, whilst the snes was released in Q4 1990.
Thats a 2 year technological gap.
Yet the Genny still had a radically superior CPU.
If it was released alongside the snes, then it would've had radically superior graphics hardware aswell.
Sega System 32 level.
It would've been no contest.
akira888 said:Do you know why Famicom/NES compatibility was not included on the SFC/SNES? Did the fact that the 6502 had some illegal opcodes that returned meaningful results (which were later mapped into legitimate [albeit different] instructions on the 65816) play any part?
DeanoC said:akira888 said:Do you know why Famicom/NES compatibility was not included on the SFC/SNES? Did the fact that the 6502 had some illegal opcodes that returned meaningful results (which were later mapped into legitimate [albeit different] instructions on the 65816) play any part?
I'm not sure anybody knows outside Nintendo why they shelved it (as such an obviously late date) but the urban legend has always been that it would cost a few cents more...
Chief among these is that you can't draw triangles, only quadrilaterals.
Tagrineth said:Chief among these is that you can't draw triangles, only quadrilaterals.
Admittedly it was dumb that Saturn didn't support triangle primitives at all, but this statement leads me to believe that he never looked into twisted quads... quads aren't totally idiotic - the primary issue with them is that triangles are simply more efficient in every way.
Fox5 said:SegaR&D said:You have to realize though, the Genny was released in Q4 1988, whilst the snes was released in Q4 1990.
Thats a 2 year technological gap.
Yet the Genny still had a radically superior CPU.
If it was released alongside the snes, then it would've had radically superior graphics hardware aswell.
Sega System 32 level.
It would've been no contest.
What did the System 32 do? Sega had addons for the genesis which weren't huge leaps in 2d graphics over the snes, and could system 32 outperform the snes in fake 3d? Perhaps snes would have had tons of mode 7 games or fx chip games if sega had a more powerful system.
Sony's involvement was the sound chip, iirc.BTW, I thought the SNES had a sony cpu.
Tagrineth said:DeanoC said:akira888 said:Do you know why Famicom/NES compatibility was not included on the SFC/SNES? Did the fact that the 6502 had some illegal opcodes that returned meaningful results (which were later mapped into legitimate [albeit different] instructions on the 65816) play any part?
I'm not sure anybody knows outside Nintendo why they shelved it (as such an obviously late date) but the urban legend has always been that it would cost a few cents more...
I believe the quote was, out of the box it would've cost Nintendo $75 more per unit, thanks to cartridge slot differences, additional hardware such as sound, fixing the 'fixed broken opcodes' issue, etc.
Chief among these is that you can't draw triangles, only quadrilaterals.
Admittedly it was dumb that Saturn didn't support triangle primitives at all, but this statement leads me to believe that he never looked into twisted quads... quads aren't totally idiotic - the primary issue with them is that triangles are simply more efficient in every way.
System 32 gave you a shitload (for the time) of scaled sprites, but no rotation. I believe the only Sega 2D board with rotation was the "Y Board" (Power Drift, Galaxy Force II). It only allowed for rotation as a "post-effect" on the whole screen, though. All blitting was made with scaled sprites only.Fox5 said:Hmm, system32 looks pretty well superior to the snes. But I have 2 questions...
Did it supports all the sprite scalling and rotation effects that the snes did? I always noticed that arcade games tended to lack those effects.
Hmm, I thought the traditional forward-mapping algorithm didn't allow for enlargement of textures without gaps between texels..?DeanoC said:[On Saturn...]
It wasn't really quads that was the issue but the use of forward texture mapping rather than the much more useful backwards texture mapping.