Once this is solved my Dolphin setup is complete:
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Once this is solved my Dolphin setup is complete:
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Certified F-Zero GX fanboy
Its unimportant though. I cant help you if you dont know the scale function. Basically you have to scale on the axis that goes into the "camera" depending how it loads it might be y or z axis. Highlight all the models and use the scale tool. Just scale on depth past it collapse on it self. It will mirror it
Honestly that might be a good enough job of explaining it.
Certified F-Zero GX fanboy
So you are essentially telling me to mirror it. Don't worry I know how to, I gotta do it with Makaron. Its doing it properly after I changed some settings:
Whos ready for F-Zero GX?
Certified F-Zero GX fanboy
So I will be backing up Cloofoofoo's post for F-Zero GX. Also a lot of you can be relieved we finally got polycounts after almost a decade. With my emulator knowledge combined with Cloofoofoo's assistance.
My favourite car, the Red Gazelle.
I can show you guys how good I am at this game.
Lots of cars on-screen. If you can't read the polygons its 67830. 4.05 million PPS
1 car on-screen. 3.25 million PPS
Lots of mid-LOD cars on-screen. 3.55 million PPS
1 car on-screen. 2.35 million PPS
So this game likely runs at 3-4.4 million PPS. A big leap over the Dreamcast, the PS2 could handle these polycounts but obviously with not as much detail.
I can make a post about Sonic Adventure and the Monkey Ball games then thats its for Dolphin.
Certified F-Zero GX fanboy
That video is literally a VGA capture from real hardware. And again, the music desyncs when the game doesn't have the framerate drops. That's a pretty good way to tell if someone is using an emulator in their video or they're playing the PC version. Just about every video that's emulated or is of the PC version has this performance difference and music sync issue. While every video of it running on an actual Dreamcast plays out exactly as the video I posted.
I'm not moving a goal post here. I'm not directly arguing with you in the first place. Barone and I are talking about older arguments which kicked off this very thread 10 years ago. Do you not understand that? I'm not denying it can do those effects and in some cases can do them well. I'm simply saying contrary to what people said here years ago, Dreamcast isn't going to run out and do every major first and third party AAA game on the PS2, Xbox, and Gamecube just as well as those consoles did. It has it's limits and the info you've been providing pretty much backs that up.
That's not a bad thing, it just explains what it's limits are and how games would need to be tailored around it as time went on.
We brought up F-Zero GX because years ago sheath brought it up claiming Dreamcast could handle it with no cuts or issues.
The game you're doing that on is Rez, which while nice looking artistically, isn't really doing anything crazy when it comes to pushing polygons, textures, etc. I wouldn't be surprised if the reason it's capped at 30fps on Dreamcast is so those kinds of effects don't have a major performance impact. Which if that is the case, I'd imagine the Dreamcast trying to do something a bit more demanding with higher polgyon counts, textures, etc. would start to have a bigger impact on those effects.
Again I'm not denying Dreamcast can do those effects, nor am I denying that certain games could be designed to do them well. I'm simply saying it's going to have trouble running some of the more demanding games that came out after it was discontinued.
unfortunately my computer that I use to play emulators has broken down, I will no longer be able to do the polycounts that I promised (which is better as they wouldn't be accurate ) This mission to check the ''crappy ports'' is now yours.
Tarzan, 007, Batman, simpsons road rage, Tony hawk 3, medal of honor frontline, Timesplitters 2, Turok Evolution, Jedi Outcast 2.
let's move this thread
Quake 3 : Arena - Dreamcast
Surprisingly uses standard quake 3 models in zip files.Players are in highest lod.
shotgun - 558 triangles
rocket launcher - 405 triangles
Slash - 185 triangles + 356 triangles + 393 triangles =935 triangles
sorlag - 64 triangles + 386 triangle + 400 triangles = 850 triangles
map13 - 20,862 triangles
map11 - 17,119 triangles
map21 - 17,162 triangles
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I can at least look at them on Wikipedia.
This is what me and your pal Cloofoofoo like to hear.
Anyways you already told me to look at the Monaco track in F1 Racing Championship. Its a good idea so that will be done first, there hasn't been a PS2 game posted this entire month.
Nope, has to be running at half the polycounts with a lot less detail.
I'll be doing more captures for F-Zero GX so the polycounts finally are settled.
Certified F-Zero GX fanboy
Geez, its gonna be a dramatic difference going from F-Zero GX to that very average F1 game.
Certified F-Zero GX fanboy
F-Zero GX is an important game. Not only was it a huge commercial and financial success, it is known as having the best graphics of any 6th gen racing game with the exception of some Xbox games. I do think that is the case.
This is the last time I'll show how good I am at this game.
The Black Bull is always in 1st or 2nd, its a fast car that only a CPU can control properly.
The elusive Cosmo Terminal.
1 car on-screen. 3.35 million PPS
1 high-LOD car and a couple low-LOD cars. 4.2 million PPS
Same situation. 3.8 million PPS
A couple mid-LOD and low-LOD cars on-screen. 3 million PPS
Lots of low-LOD cars. 3.95 million PPS
Lots of cars on-screen. 4.45 million PPS
A couple mid-LOD and low-LOD cars. 4.6 million PPS
1 high-LOD car, lots of mid-LOD and low-LOD cars. 3.6 million PPS
My official rating for this game is 3-4.4 million PPS.
Certified F-Zero GX fanboy
I think your over blowing honestly. It's a good looking game but it's really not the best. Especially compared to late geb PS2 stuff. Even mediocre games like battle gear 3 on PS2 we're approaching this polygon count( if not match it) but with even more effects like environment maps pavement, bloom, radial blur, heat haze, depth of field , real time reflections ( on even rival cars) .
On another note, an acquaintance showed me a screen shot he took of one of the 3d shining force games of the PS2 in debug mode with stat printing on. Interesting enough he said judging by the font, dev and how the games behave it's most likely an updated version of the record of loss war dc game. Stat wise he zoomed out the entire map and he totaled about 101,000 triangles per frame with 200,000 vertices per frame @ 60 fps. With extra filters on. Seems ps2 never slowed down. I'll post the screenshot later. Like I said your definitely over blowing this game up.
Last edited by Cloofoofoo; 01-31-2023 at 06:38 AM.
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