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>> No.10389568 [View]
File: 151 KB, 564x1166, 5th gen texture mapping.jpg [View same] [iqdb] [saucenao] [google]
10389568

>>10389463
The reason they are using the texture perspective method on the right is because it's more computationally light for a GBA to do with software rendering.

>> No.10282540 [View]
File: 151 KB, 564x1166, 1462826643609.jpg [View same] [iqdb] [saucenao] [google]
10282540

Remember.
Only N64 does 3D.

>> No.10045637 [View]
File: 151 KB, 564x1166, affine texture.jpg [View same] [iqdb] [saucenao] [google]
10045637

>>10045535
>>10045547
the playstation gpu can draw triangles with a bunch of parameters including
- flat color (entire triangle is 1 color),
- gouraud shading (per vertex color that gets averaged out over the entire area)
- transparency (reads what is already in the framebuffer at a given pixel and combines it with the polygon pixel with 4 different selectable algorithms)
- texturing (uses per vertex UV coordinates to "map" a region of VRAM into the triangle).
- always 15bit color, and dithering is automatically applied.

That's all in 1 command and at the same speed no matter what you do. Saturn VDP1 sprite drawing is the same, except that it is slower, dumber, less colorful, and very wasteful.

The sprite drawing on Playstation is different. It's not a real draw command, only technically. What it does is execute a data copy. It copies data from VRAM into framebuffer with zero processing. Because of this you can only draw even edged rectangles (no 4-point deformation like on Saturn), or put any effects on them, or get dithering. Up side is that it's 2x as fast.

Neither of them are true hardware sprites like on 8-bit and 16-bit consoles. They are just hardware plotters with a given amount of framerate and features. And the playstation is far ahead on everything, except if you want to do 4-point transforming with seamless texturing (psx has a draw command to do this but it internally breaks it down to two triangles, so you get affine mapping artifacts in the middle).

>> No.9647215 [View]
File: 151 KB, 564x1166, 1462826643609.jpg [View same] [iqdb] [saucenao] [google]
9647215

>>9639691

>> No.9450629 [View]
File: 151 KB, 564x1166, 1664252404810576.jpg [View same] [iqdb] [saucenao] [google]
9450629

>>9447549

>> No.7796356 [View]
File: 152 KB, 564x1166, 5th gen texture mapping.jpg [View same] [iqdb] [saucenao] [google]
7796356

>>7795939
>It's because the PS1 was a hunk of shit that couldn't properly map textures. The reason N64 games look so much better in this regard is because it can actually fully map textures to polygons.
It's because the PSX didn't have an FPU (the N64 was the first major console with one) to rapidly do division math. I think it's still dishonest to say that N64 games "look so much better" at textures though, they were way lower-res and blurred a lot in an unusual 3-point filter. There's a give and take between "defined detail, incorrect perspective" and "muddy-looking, correct perspective".

>> No.7236719 [View]
File: 152 KB, 564x1166, 5th gen texture mapping.jpg [View same] [iqdb] [saucenao] [google]
7236719

>>7236528
The wobbly vertices were bad but not the main most noticable problem, it was this. The lack of ability to have or efficiently perform float math basically caused both issues, and it applied to both the Saturn and PSX. I'm kinda shocked they decided to do a 3D console with no float math, that sounds crazy to have done even then.

Anyway I was talking about the N64's texture filtering in my post if you're referring to that. Wholly 2D games where 3D capability didn't matter did look kinda bad with it as a result, which is an unfortunate weakness for a stronger system to have.

>> No.5321316 [View]
File: 152 KB, 564x1166, n64 vs ps1.jpg [View same] [iqdb] [saucenao] [google]
5321316

u can tell who didint have a 64 growing up just by reading this thread

>> No.4955715 [View]
File: 152 KB, 564x1166, 1462826643609.jpg [View same] [iqdb] [saucenao] [google]
4955715

Do you have others images or videos comparison between the N64, Saturn and Playstation ?

>> No.4894056 [View]
File: 152 KB, 564x1166, 1458895835362.jpg [View same] [iqdb] [saucenao] [google]
4894056

>>4893152
>That's being done in hardware -- it literally costs the N64 nothing to do it.
Not true, some effects like trilinear filtering require two passes. Anti-aliasing on the other hand doubles memory bandwidth usage.

But what is really meant is stuff like pic related. Perspective correction requires extra calculations during the triangle setup stage...it's hardly free.

>> No.4682892 [View]
File: 152 KB, 564x1166, 1458895835362.jpg [View same] [iqdb] [saucenao] [google]
4682892

Similar but not identical reasons to PS1

>> No.4540535 [View]
File: 152 KB, 564x1166, 1458895835362.jpg [View same] [iqdb] [saucenao] [google]
4540535

>> No.4499341 [View]
File: 152 KB, 564x1166, 1458895835362.jpg [View same] [iqdb] [saucenao] [google]
4499341

>>4499335
>>4499337
Both consoles will zigzag because they don't divide by z when they texture map. It's as simple as that. In my experience there's slightly less zigzag on Saturn though.

>> No.4003350 [View]
File: 152 KB, 564x1166, 1458895835362.jpg [View same] [iqdb] [saucenao] [google]
4003350

>>4003280
>Tech-wise N64 was a bit better.
A bit better? Its CPU is 3 times faster than the one on PS1. Its vector unit (RSP) is almost 8 times faster than the one on PS1 (GTE)

PS1's GPU can deliver a fill rate of 33 MPixel/s low quality pixels.
N64's GPU can deliver a fill rate of 61.5 MPixel/s with pixels that are sub-pixel precise, z-buffered, perspective-correct textured, bilinear filtered, and anti-aliased.

Most people underestimate how much extra computation has to go into N64's higher image quality.

>> No.3823540 [View]
File: 152 KB, 564x1166, 1458895835362.jpg [View same] [iqdb] [saucenao] [google]
3823540

>>3822537

>> No.3439627 [View]
File: 152 KB, 564x1166, 1458895835362.jpg [View same] [iqdb] [saucenao] [google]
3439627

>>3438689
>The N64 wasn't actually stronger graphically (let alone audially) than the PSone

>> No.3313379 [View]
File: 152 KB, 564x1166, 1458895835362.jpg [View same] [iqdb] [saucenao] [google]
3313379

The N64 also has the option of doing it the PS1 way but no released game ever did.

>> No.3232295 [View]
File: 152 KB, 564x1166, 1458895835362.jpg [View same] [iqdb] [saucenao] [google]
3232295

>>3232226

>> No.3202131 [View]
File: 152 KB, 564x1166, 1458895835362.jpg [View same] [iqdb] [saucenao] [google]
3202131

>>3201096
Here is your post basically in image form

>> No.3094542 [View]
File: 152 KB, 564x1166, 1458895835351.jpg [View same] [iqdb] [saucenao] [google]
3094542

>>3094531
pretty much everything else is 3D though, except maybe the sometimes dodgy z poly sort

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