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  1. Replies
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    You can sign me up as well. I sent you my list.

    You can sign me up as well. I sent you my list.
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    The problem there is that the PS5 is a mythical...

    The problem there is that the PS5 is a mythical device that doesn't exist.
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    I absolutely hate that we can't just play games...

    I absolutely hate that we can't just play games off the disc anymore. Not only does the PS4 have to download updates, it has to install the games to the HDD too. It's ridiculous. I still haven't...
  4. I'll explain it for you right now. The System has...

    I'll explain it for you right now. The System has 4MB of RAM on a shared bus. Everything uses the same RAM. The CPU, GPU, etc. The more each tries to access the RAM, the more they'll lock out the...
  5. It's not really a practical limitation of the...

    It's not really a practical limitation of the system. It's just that the system at the time was very difficult to work with and trying to keep the CPU, RCP, and RDP from fighting with each other for...
  6. He's got a good chunk of stuff going on....

    He's got a good chunk of stuff going on. Collision, entities, enemies, animations, some simple AI, etc. going on from what I can tell. So I don't think it's fair to say there's much less going on...
  7. Again, while N64 has this easier with the ability...

    Again, while N64 has this easier with the ability to draw large polygons, PS1 doesn't have the same bottlenecks the N64 has. So if it used something like the LoD system Spyro used, it should be able...
  8. The Ocarina of Time Demo? I think he already is...

    The Ocarina of Time Demo? I think he already is subdividing as the things get closer to the camera.
  9. From what I remember he's hitting about 30fps...

    From what I remember he's hitting about 30fps (Original game is 20fps) and has actual additive blending going on for lighting and transparencies, which from what I understand is something the N64...
  10. I don't see why not. It doesn't look anymore...

    I don't see why not. It doesn't look anymore demanding than a game like Spyro 3. It may not look 1:1 identical but you could probably use similar kinds of tricks that games like Spyro use to get a...
  11. As I already stated, N64 can draw much larger...

    As I already stated, N64 can draw much larger polygons more easily, PS1 has to subdivide. So N64 can render that scene with less polygons. The PS1 port was also done later by a completely different...
  12. And I think you just misunderstood things....

    And I think you just misunderstood things. Gamevet seemed to be implying the textures for all the polygons in your scene had to fit in the 4k texture cache at once. I was pointing out that wasn't the...
  13. The point is that reducing how much is being...

    The point is that reducing how much is being drawn per frame is a common way to get around performance issues on these older consoles. We see it on Saturn, PS1, and the N64 in multiple games. Wave...
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    Honestly I'm not sure the polygon counts are...

    Honestly I'm not sure the polygon counts are what's having the biggest impact on performance on Dreamcast. If you pay attention a lot of those drops happen when there's any kind of Transparency...
  15. And wave race isn't difficult to run? That...

    And wave race isn't difficult to run? That transparent water isn't cheap on the N64 either.



    Lowering your rendering resolution isn't going to do much if anything for your cart size. Your cart...
  16. Basically they pre-rendered the drivers and karts...

    Basically they pre-rendered the drivers and karts and then made sprites for as many different camera angles as possible so the illusion of them actually being rendered was more believable. A lot of...
  17. Just RAM in general. The preprendered sprites and...

    Just RAM in general. The preprendered sprites and all their frames of animation take up about 5MB of the N64 cart last I checked. For example here's just all the frames of animation for Mario:...
  18. And you keep trying to come up with blanket...

    And you keep trying to come up with blanket statement rules that just don't work or fit the situation. That's what I'm trying to tell you. I'm not saying the hardware is all equal and perfect. I'm...
  19. So then can we say the same thing about Daytona...

    So then can we say the same thing about Daytona USA on Saturn?
  20. There's also various other factors that can come...

    There's also various other factors that can come into this though. That's the problem with doing these kinds of apples to oranges comparisons. For a game like Rayman you had a multiplatform game...
  21. This is not always the case. You need to quit...

    This is not always the case. You need to quit trying to apply these one size fits all rules. It doesn't work for this kind of discussion at all.
  22. Regardless it's still less it has to render per...

    Regardless it's still less it has to render per frame. Sega did this on a lot of their ports to the 32X and the Saturn (Virtua Racing Deluxe, Daytona USA, etc.).
  23. And what were the other consoles made to render...

    And what were the other consoles made to render at? The reality is all these systems are made to work at 60/50 Hz and can effectively run at 60fps if the developers wanted to. It all boils down to...
  24. Yes, sorting polygons and eliminating what's not...

    Yes, sorting polygons and eliminating what's not visible does have a huge CPU overhead. But it's what a lot of these games are doing, and it's where the actual performance bottleneck is. It's not...
  25. With heavy emphasis on bad programming. VDP1 is...

    With heavy emphasis on bad programming. VDP1 is slower sure, but for that to start having an impact on your performance you really need to be doing something wrong or just silly with it. Case in...
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