Shaking Your Fist Productions
Still Fresh
- Joined
- Sep 18, 2005
- Messages
- 41
Would it be possible for the GP2X to run ps1 or n64 quality 3d? Just wondering.
Prophet posted on Oct 9 2005 at 01:07 AM said:N64 had some fancy effects like MIP-mapping, Bump mapping, anti-aliasing, anvironment mapping, trilinear filtering & perspective correction. So even though it couldn't pump as many triangles per second as the PS1, it could throw out smoother, more sophitsicated images. The GP2X won't be able to do all that fancy stuff.
joele posted on Oct 8 2005 at 11:52 PM said:DS is a bit pointless thouugh as dual screen and touch screen can't be emulated..
2d accelerator? I thought the second core was supposed to act as a 2d accelerator, but if it's true, it's only for the betterVimacs posted on Oct 9 2005 at 02:16 AM said:Well, the ds haves a arm 9 at 67 mhz and a arm7 at 33 + some fancy chips (2d hardware/some very basic 3d stuff but iam not sure on that).
Gp2x haves 2*200mhz arm9 and a 2d accerlator.
It should be possible to get ds level stuff or higher at gp2x.
Talyz posted on Oct 9 2005 at 11:44 AM said:2d accelerator? I thought the second core was supposed to act as a 2d accelerator, but if it's true, it's only for the betterVimacs posted on Oct 9 2005 at 02:16 AM said:Well, the ds haves a arm 9 at 67 mhz and a arm7 at 33 + some fancy chips (2d hardware/some very basic 3d stuff but iam not sure on that).
Gp2x haves 2*200mhz arm9 and a 2d accerlator.
It should be possible to get ds level stuff or higher at gp2x.
DaveC posted on Oct 9 2005 at 05:25 AM said:Prophet posted on Oct 9 2005 at 01:07 AM said:N64 had some fancy effects like MIP-mapping, Bump mapping, anti-aliasing, anvironment mapping, trilinear filtering & perspective correction. So even though it couldn't pump as many triangles per second as the PS1, it could throw out smoother, more sophitsicated images. The GP2X won't be able to do all that fancy stuff.
The N64 also had z buffer which vould calculate polygon intersections accurately without polygon show-through. The good example of this was the wooden planks in the water that when tilted into the water had perfect waterline intersections.
It didn't do bumpmapping though. The Xbox was the first to support that in hardware. Games like Halo, Riddick, Doom III, the newest Splinter cell used that alot. This effect makes the texture behave like it is 3D.
Jarska333 posted on Oct 9 2005 at 02:40 PM said::blink:
I'd wager. I seem to recall it being rather old game, without a need for dedicated GPU. Heck, it ran on A500...