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2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games


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6087502 No.6087502 [Reply] [Original]

If only it happened Panasonic bros
https://www.youtube.com/watch?v=vISs4UlgHDU

>> No.6087718

>>6087502
It would have been horribly murdered by its opposition. It's unfortunate; I would have bought the system for Tobe! Polystars alone.

>> No.6087720

ugh... what could of been.....

>> No.6088383

>>6087502
It would have made the failure of the first one look insignificant my comparison

>> No.6088397

>>6087502
Konami was the only company making actual games for the thing.

>> No.6088724

Judging from the polycount it looks like it sits somewhere between the PS1 and DC. Would have been murdered though so a wise move to never go ahead and drop video games completely.

>> No.6088774

>>6088724
Specs:
Central processing unit – Dual 66 MHz PowerPC 602
Implements the 32-bit PowerPC RISC instruction set architecture
PowerPC CPU designed for consumer electronics applications
1.2 watts power usage each
32-bit general purpose registers and ALU
33 MHz 64-bit multiplexed address & data bus
4 KiB data and instruction caches (Level 1). No Level 2 cache
1 integer unit, 1 floating point unit, no branch processing unit, 1 load/store unit
SPECint92 rating of 40 each, approx. 70 MIPS each.
1 million transistors manufactured on a 0.50 micrometre CMOS process
Custom ASICs cohabiting on the motherboard
BDA:
Memory control, system control, and video/graphic control
Full triangle renderer including setup engine, MPEG-1 decoder hardware, DSP for audio and various kinds of DMA control and port access
Random access of frame buffer and z-buffer (actually w-buffer) possible at the same time
CDE:
Power bus connected to BDA and the two CPUs
"bio-bus" used as a low-speed bus for peripheral hardware
Renderer capabilities:
1 million un-textured triangles/s geometry rate
100 million pixels/s fill rate
reportedly 700k textured polygons/second without gouraud shading or additional effects
reportedly 500k textured polygons/second with gouraud shading, lighting and effects
shading: flat shading and gouraud shading
texture mapping
decal, modulation blending, tiling (16k/128k texture buffer built-in)
hardware z-buffer (16-bit) (actually a block floating point with multiple (4) range w-buffer)
object-based full-scene anti-aliasing
alpha channel (4-bit or 7-bit)
320x240 to 640x480 res. at 24-bit color
Sound hardware – 16-bit 32-channel DSP at 66 MHz (within BDA chip)
Media – Quad-speed CD-ROM drive (600 KB/s)
RAM – Unified memory subsystem with 8 MiB
64-bit bus resulting in peak 528 MB/s bandwidth
Average access 400 MB/s
FMV – MPEG-1
Writable Storage – Memory cards from 128 KiB to 32 MiB
Expansion Capabilities – 1 PCMCIA port (potentially used for modems, Ethernet NICs, etc.)

>> No.6088816
File: 85 KB, 888x499, bvjvggh.jpg [View same] [iqdb] [saucenao] [google]
6088816

>>6088774

>> No.6088820

beautiful tits and ass

>> No.6088849 [DELETED] 

>>6088820
Ah, Thanks a lot. I've actually been working out lately. ON YO FAT MOMMA!

>> No.6088850

Should have been SEGA,Nintendo and Panasonic fuck S*NY

>> No.6088851

>>6088820
Ah, thanks a lot. I've actually been working out lately. ON YO DAMN FAT MOMMA!

>> No.6088856

>>6088850
What, replace one Nip electronics company with another? What would be different?

>> No.6088861

>>6088856
Panasonic does not own any movie divisions.

>> No.6088880

>>6088856
this, theyre both pretty terrible. Sony had the benefit of superior build quality and a functioning software development branch (see, NEWS workstations), comparatively

>> No.6089147

>>6088774
Okay to us less technically inclined folk, how does it hold up next to the PSX, N64 and DC?

>> No.6089156

>>6089147
Theoretically, it would have performed similarly to the N64, just with higher density textures. But that's assuming the SDK was any good lol

>> No.6089361

>>6089156
>Theoretically, it would have performed similarly to the N64, just with higher density textures

I doubt it. Look at the unified memory bandwidth.
>64-bit bus resulting in peak 528 MB/s bandwidth
That’s lower than the N64, and the reason that console often had suboptimal texturing was due to insufficient memory bandwidth. A larger texture cache and a memory controller that interleaves color with z would help, but can’t do miracles.

Strangely there’s no mention of texture filtering, wonder if there’s a reason for that. To do texture filtering without penalty, the console needs four interleaves. The 64-bit memory might have four 16-bit interleaves, but that rules out textures with high color depths. A 16 KB texture cache with 4 interleaves was probably beyond manufacturing capabilities of the time, so I’d say either the M2 couldn’t do filtering or did it slowly.

The lack of hardware T&L is a little worrying too, with those PowerPC 602 not having any special matrix crunching capabilities. though at least it seems to have hardware triangle setup through that BDA chip, and a dedicated sound DSP.

CPUs are individually weaker too so without good coding, it might be practically weaker than the N64.

>> No.6089371

Were the KONAMI titles for the M2 hardware a result of ordered games or something they decided to continue developing even after the system got canned?
Total Vice the systems answer to Virtua Cop/Time Crisis
BattleTryst answer to VF and Tekken
Evil Night answer to HoTD
According to the wiki page CAPCOM also signed up for the system were there ever talks of a Resident Evil port for M2?

>> No.6090012
File: 314 KB, 858x1158, tNB0PUH.jpg [View same] [iqdb] [saucenao] [google]
6090012

NOOO BROS NOOOOO

>> No.6090020
File: 307 KB, 1200x900, CieabTcUYAAZZIe.jpg [View same] [iqdb] [saucenao] [google]
6090020

Translate it WEEBS

>> No.6090041

>>6088774
According to the Jap wiki these are the M2 Arcade board specs
MPU:EMPPC602FB66 PowerPC602 (66MHz) ×2個搭載
コンパニオンチップ
B861131 VY21118-CDE2 3DO 02473-001-0F(208ピンQFP)
BU6244KS BIG BODY2(56ピンQFP)
ASKA (NEC製)(44ピンQFP)
26H14717 043007K1(IBM MICROELECTRONICS製)(C-BGA)
メモリ:IBM0316169CT3B(16Mbit SDRAM,IBM Micro Electronics製)×4個搭載 (8MB)(最大16MBまで実装可能)
ユニファイドメモリアーキテクチャ(UMA)構成を採る。
サウンド出力用D/Aコンバータ:AKM4309VM(旭化成マイクロシステム)
グラフィック画像出力用D/Aコンバータ:MC44200 (モトローラ)
96ピン拡張コネクタ
48ピン拡張コネクタ
CD-ROMドライブ:CR-583(松下寿電子工業 8倍速)

>> No.6090051
File: 89 KB, 800x467, IMG_6142.jpg [View same] [iqdb] [saucenao] [google]
6090051

>>6087502
What the N64 should have been

>> No.6090905
File: 115 KB, 1000x740, 66122149.jpg [View same] [iqdb] [saucenao] [google]
6090905

>>6090051
>n64 without the hardware bottleneck

>> No.6090909

>>6090905
>without the hardware bottleneck
>unified 528 MB/s memory bandwidth
lawl

>> No.6091254

Hardware wise they kind of nailed it and then SONY comes in snatches it.