WizardStan
Mega GP Mania
If that's what his turds look like, he should probably really see a doctor. Gives new meaning to the term "shitting bricks". Except the Pandora is unbrickableClassic Team said:
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If that's what his turds look like, he should probably really see a doctor. Gives new meaning to the term "shitting bricks". Except the Pandora is unbrickableClassic Team said:
Hehe, I'd actually prefer not to merge and instead suggest to post new in Media Reports. That dev bickering is not worth to be conserved and I don't know if I manage to move over a single first post. There seems to be something broken as it popped up an error the last time when I tried to move copyright discussion stuff.Gruso said:Duddyroar didn't know about that thread, so he just posted his two in here.It could probably be merged at some point.
Good to knowNa-Noo said:I've already updated the media thread linking to this thread and his article.
What part of the Dreamcast was 128-bit?Duddyroar said:For the vast majority of people the apps that will cause the most interest are the emulators. The Pandora is – hypothetically at least - capable of emulating every machine from the 128-bit Sega Dreamcast backwards.
Ari64 said:What part of the Dreamcast was 128-bit?
Exophase said:Ari64 said:What part of the Dreamcast was 128-bit?
It had a few 4-way floating point SIMD operations for geometry processing, mainly a very fast dot product. Some aspect of the GPU might have been 128-bit as well. But you probably already knew this and we can probably both agree that the bit ratings marketing vendors gave their products were at best very inconsistent, at worst totally falsified. People rag on TurboGrafx-16 for not having a 16-bit CPU, but you could make a fairly compelling argument that SNES didn't either.
Plenty of N64 games actually use the 64-bit instructions, though not all. I don't know if it would have been better to use the die area for something else. They could have gone with a larger L1 cache, I suppose.Exophase said:Fortunately Dreamcast was the last console to really openly claim bit-ness, and it was pretty subdued (and technically they only said "128-bit graphics", IIRC). Fanboys occasionally like to call newer systems 128-bit or 256-bit, but they just have this ridiculous idea that it doubles every generation. CPU bit-width, by any sane definition, wasn't a really great metric for game quality and really stopped being relevant after 32-bit. It's just too bad we got Jaguar, with its "do the math" campaigns at the forefront of their advertising strategy, and N64, which chose a 64-bit CPU solely for marketing purposes (IMO anyway, if you ask me the 64-bit capabilities were a waste of silicon, especially if the ALU was at all optimized for it)
The Intellivision was. I have nothing further to add to the conversation. I'll go stand in the corner and let the adults do the talking nowExophase said:People rag on TurboGrafx-16 for not having a 16-bit CPU, but you could make a fairly compelling argument that SNES didn't either.
SomeGuy99 said:I have distinct memories of conversations which went something like the following:
"64bit! Woah! The Jaguar must be so awesome."
Ari64 said:If SIMD counts, then SSE2 is 128-bit also. SNES actually did have 16-bit registers, but an 8-bit data bus, so loading a 16-bit value took 2 cycles.
Ari64 said:Plenty of N64 games actually use the 64-bit instructions, though not all. I don't know if it would have been better to use the die area for something else. They could have gone with a larger L1 cache, I suppose.