Cloofoofoo
Regular
thats weird , it should have automatically worked to pm me. not sure how i can be of help but ill check your message.Yes that was what I assumed
I think we might be talking about differenth things or well not exactly the same.
Maybe this is a better way to express it:
- We have the VRAM. Either we balance it equal or more textures or polygons (assuming the CPU could feed more than possible) All adds up together so you might come to a point where you need to downscale the space for textures to fit more polygons. Or if you want to have a lot of unqie big textures, you could not fit enough polygons (even if you could theoretyically T&L enought)
I mean if we look at DOA2 versus saw Soul Caliber its pretty obvious that its less textured. Part of it is the visual style, but that style is also done I think due to the Tech Restrictions. They favored more clean and hires texture vs Soul Caliber had more varied and "detailed" textures. For Shen Mue they have a lot of texture needed for the look. Also of course they cant hit so high poly count due to other things taking CPU time, so for that type of game it works pretty well for a balance of lots of textures, decent amount of polygons + stuff to do with the world etc. So in the end they use both the CPU power, the VRAM pretty PVR wise though those bigger non MIPMAP textures do not use the GPU the best. But if they would have opted for mipmap and more lower res textures for sure the world would not have as varied textures.
Yeah PSP I am like a lost kid regarding so I take your word for that. Speaking about ripping. I need to talk and get some help from you there. I am totally new to that so if you could get me started it would be a great favour. I tried to PM you but I seem not to get how to do it. If I click on your profile I cant find any button to PM/DM you. Maybe as a newcomer I dont have rights to do that yet. So if you are up for a direct chat please do message me directly
Yeah maybe my memory is just bad. I bet you know better than me about it. Or if it was like that it proves that our engine was not so good. I am sure that the render stuff was ok but a also know a lot of the AI game logic code was really slow which of course sadly affected how much stuff we could render.
Btw when you are talking the amount of tris. We are talking about culled right? so not the whole amount of tris inside the camera frustrum?
From my memory eah enemy was around 800 tris. and usually it was max 3 on screen so say worst caste 2.5k K for those
Jack I think was with effect etc... like 2k? maybe 2.5k (including the modifier volume shadow)
Then I think usually the game world that was left after culling max 5k tris. Plus UI and particles etc.. so yeah I think 10k is not to far off. But again I can be very wrong.
From my memory it was like 10k and often in the frustrum it would have been 15-20k tris if we would not had culled them. And then maybe the whole loaded level would have been of course more.
This wasnt meant as a slight against head hunter at all, merely curiosity. Its funny you mention ai, the wince sdk actually speaks about that ai unless strucured correctly its super slow on dc compared to x86 cpu. no one else has really mentioned /eleborated on this.
yeah culled(view frustum at least) , some numbers from in game debug stats. stuff like sonic adventure 2 ranged from 4k to 12k tris @ 60 fps, grandia 2 8k to 25k tris @ 30 fps, mdk2 7k - 27k tris 15fps- 30fps, maken x up to like 24k verts @ 60 fps. ive seen more but should give an idea.
For assets to compare to jack Ive seen seen the truck + trailer for player in 18 wheeler be almost 5k triangles, replay model of the highest chariot in zusar vasar 7.5k triangles , player characters in canon spike 2k to 2.5k triangles. its very interesting to compile these informations. no modifiers in these numbers.
on the whole doa2 texture thing , i kind of dont understand, imean wether simple or not they are 4444/565 16bit texture vq compressed, they are the same size to other texture same color depth and size. it ISNT anyless textured than any other game and judging from what nulldc says about the textures amount that live in the cache (meant for rendering) its not any less than other games. If anything have you checked dctalk for the new texture tool released doa2? they actually converted the emulator pcmod hd textures to work on the real console and surprisingly it has plenty of room to work with texture twice as big if not more. Doesnt seem they made so much sacrifice of vram to get their vertexbuffer + textures to fit in vram , if anything they were conservative.