Pleng
Well-Known Member
- Joined
- Dec 28, 2006
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x68000 said:I guess it depends what you class as perfect emulation.
Plays NiGHTS, DaytonaCCE and Sega Rally
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x68000 said:I guess it depends what you class as perfect emulation.
MonkeyChops said:Exophase, that's your cue
nikkopt said:HEY GUYS THESE ARE MY SPECS LOLZ!!!11one
Intel Core i7 965 (xtreme ED)
Patriot 6GB DDR3 1600MHz Viper CL8 Triple channel
2x SSD OCZ Vertex Turbo 128GB @ RAID 0
SSD OCZ Colossus 500GB
2x Shapphire HD5970 2GB Crossfire
Nvidia Quadro FX 5600 1.5GB
Already bought one ioDrive DUO 320GB from Fusion IO, to replace the main SSD's, it should arrive next week.
:rolleyes:
Mithrildor said:nikkopt said:HEY GUYS THESE ARE MY SPECS LOLZ!!!11one
Intel Core i7 965 (xtreme ED)
Patriot 6GB DDR3 1600MHz Viper CL8 Triple channel
2x SSD OCZ Vertex Turbo 128GB @ RAID 0
SSD OCZ Colossus 500GB
2x Shapphire HD5970 2GB Crossfire
Nvidia Quadro FX 5600 1.5GB
Already bought one ioDrive DUO 320GB from Fusion IO, to replace the main SSD's, it should arrive next week.
:rolleyes:
ONTOPIC!
Prometheus said:Thanks Exo - that tells me more than I knew before. :lol:
I had heard someone somewhere (I can't remember where right now, though) describing the Wii port as playable for some games, but as everyone knows, that's a highly subjective thing. Sometimes the definitions of it that I see absolutely astound me. :lol:
Exophase said:from where I stand it doesn't appear to be doing much work per pixel. It's also not a conventional design, in that it's "forward mapping", meaning that it translates texture coordinates into screen coordinates instead of the other way around. I've heard that this generates perspective correct results, but I don't understand how this can be the case.
Dunny said:Could it be just doing 1/Z interpolation? By converting to screen coords and storing the vertices' Z depths, I suppose you could do perspective correct texturing - but it seems an awful waste. Bear in mind that I was doing 1/z a very long time ago, I'm sure there's better ways of doing it now
D.
There is no Z division, and the perspective distortion is pretty obvious in games like Panzer Dragoon Saga. Also there is no Z-buffer. Games sorted the polygons, drawing back-to-front.Exophase said:There's no "Z" in the primitive renderers on Saturn, PS1, 3DO, etc. You can't do perspective correct texturing unless you interpolate along a rational curve, and you have to know how far down the curve you are (ratio between difference in depth of object's end points and depth between camera and the furthest endpoint) in order to do this properly. I suppose a renderer could have taken these ratios straight instead of Z values, but these ones don't. They should be stepping purely linearly, so I don't know what the person was saying. It's true that it's stepping in a different space than a traditional renderer, but it's still linear to screen space.
Neko said:There is no Z division, and the perspective distortion is pretty obvious in games like Panzer Dragoon Saga. Also there is no Z-buffer. Games sorted the polygons, drawing back-to-front.
Shock-Socks said:i'm comin into this conversation a little bit late but i tested out the Yabuse port on my psp about a year back, and while i only got the bios up and running it was running very slow i'd say 5-7 fps MABY. but it was working, and with nearly triple the hardware specs i think a working port could be reasonable, not that i or anyone i know would be willing to code it.
if used correctly, the quadrilateral rendering of the Saturn had advantages. It could potentially show less texture distortion than was common with PlayStation titles, as demonstrated by several cross-platform titles such as Wipeout and Destruction Derby.
Exophase said:I'm looking at some screenshots now.
I'm not sure if zig-zagging is how you would describe affine texturing over quads. It would definitely look a bit different, although I'm not exactly sure how to describe it. Here's an example:
http://i19.photobuck...-correction.png
But that only shows how it looks in the constant depth per y case.
It is possible for quads to be rendered perspective correct w/o a Z parameter if they're assumed to be rectangles in world space, but I doubt the Saturn did this. It'd be pretty expensive and would substantially limit your geometry.
Yabause
Goals for a 1.0.0 release
* Full "stock" saturn emulation. At the very least it should be "feature complete" (most major bugs should be fixed at this point too).
* Any external carts or peripheral do not need to be fully emulated at this point.
* Switchable SH2 Dynarec/Interpreter cores.
* Full debugging support.
* Speed should be high at this point (It's too tough ironing out those bugs with Yabause running slow).
* Save States.
List of things that need to be done yet
* OpenGL core needs rewriting to handle texturing better and to handle some of the more obscure features of the saturn.
o Profiling of the Carbon port shows that about 8-9% is spent on texture uploads, most of this in the driver changing the pixel format. Using pixel buffer objects and using the GL_BGRA texture format with the GL_UNSIGNED_INT_8_8_8_8_REV type should reduce this to almost zero.
* SCSP emulation is still missing DSP emulation.
* CD Block emulation is still missing a few odd commands.
* SCU still needs better DSP timing. Some registers might need better support.
* SH2 still needs SCI emulation.
* Eventually we're going to have to add support for multiple languages.
* And much more.