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>capable of drawing ~300000 textured polygons a second
>"saturn was not built for 3D"
when will this meme end
>>
When will the endless Saturnposting end
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>>10886648
mega drive can do 3d too
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>>10886648
>>10874063
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>>10886648
>second
but there are 60 frames in a second
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nothing to write home about though...
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>>10887014
unless it's an n64 game in that case it's 15
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>>10886648
I'm a Sega fanboy and the saturn sucks man, move on
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>>10886648
I'm a Sega hater and the saturn rules man, move on
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>>10886648
>capable of
Which means not taking texture map size, asset transfer from the main RAM to the VRAM, collision detection, and gameplay logic into account.
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>>10887014
unless it's an ps1 game in that case it's 12
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>>10887078
>>10887186
how's first grade going little buddy
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>when your 3d processing capability is so bad you have to measure it in polygons per second
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>>10886648
how many cows are those?
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>>10887330
american board, anon, we measure cpus in horsepower here
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>capable of drawing literally infinite textured polygons a second, only limited by shader computation
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>>10887014
>there are 60 frames on a second
learn your facts,there are 24 frames per second.
>but muuh emulator
can you control the game or crash each corner on a racing game or sonic? no!? then is running at 24 fps.
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>>10887198
Could be worse, Sega could've measured it in seconds per polygon
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>>10886648
is a secondary chip only that is not the main,and is not as you claim
>Saturn is a 2D console with 3D capabilities.
it isn't gaystation
>Playstation is a 3D console exclusive (even 2D games are in reality 3D games)
>>
just because you can slowly software render 3d scenes doesn't make it a 3d console... otherwise the atari is a 3d console...
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>>10887186
>>10887196
>They'll call you under-age but they'll never call you a liar
Every time
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>>10887521
wtf are you even talking about. the saturn has dedicated hardware for 3d rendering.
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>a second cpu
>"dedicated hardware for 3d rendering"
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>>10887558
the saturn doesn't render 3D in software you mouthbreather, it has VDP1 and VDP2
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>sir, how do we render 3d?
>MORE CPUS
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>>10887569
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>>10887513
Unfortunately, simpler methods such as counting polygons with your fingers were only possible on the N64.
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>>10887467
Infinite?
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>>10887632
Yes, infinite. If you make a scene of only polygons (no shadow, shader, etc.) you can keep adding polygons until you die and it won't drop a single frame.
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>>10887727
Seems legit.
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>>10887748
of course bro, vertex calculations and color interpolation is literally free
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>>10887517
The ps1 gpu is actually 100% 2d, it knows nothing about the z-axis.
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>>10887769
I get your point but even a console capable of realistically doing ~150,000 polys a second is obviously still made for 3D. Sega just misread where 3D games were going and thought the gen would be carried by games like Virtua Fighter and Bug.
>>
People's ideas of 3D gaming in 1994 was initially very basic. When thinking of expectations of "next gen" games, people really had no idea. Developers made it up as they went along. Why are the earliest 3D games about driving and fighting? Because they're existing genres, that can be done with polygons. It's easy to grasp. A lot of early "next gen" games had an identity issue, because there weren't codified standards or true example of 3D. If you look at Atari Jagua, or 3DO, or early PS1/Saturn, these games varied hugely in presentation, but there is no real central force. The early "3D" era was difficult for obvious reasons, because nobody really knew what was going to happen. Eventually, game developers did get a grasp of what new 3D games should be like, but this was long after the creation of PS1 and Saturn. PS1 and Saturn can do 3D graphics, but they do not excel at real 3D games, as we have come to know them. "Real 3D games" are like Mario 64 and Quake, which came later, and defined the standards.
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>>10886648
Those "polygons" are sprites without any capability for UV mapping.
You have to use a mini-texture for every face on your 3D model, which is unoptimal for 3D but very good for 2D.
But if you want a good "they had 3D in mind" argument, that's the SCU multiplication math.
Completely fucking useless for 2D graphics, but a godsend for 3D.
It is a system that was designed as a transition system from 2D to 3D, where 2D would be pushed to it's limits, and the few developers that dare running 3D graphics would have something to play with.

The 3DO does the things very similarly, but a lot slower and no SCU to help.
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>>10887896
>Those "polygons" are sprites without any capability for UV mapping.
So, they’re polygons.
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>>10887896
This whole polygon/sprite is bad terminology. Also, saturn's "sprites" are far more similar to ps1 "polygons" than they are to the true sprites of old consoles that lacked a framebuffer. We need to move away from this incoherant terminology.
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>>10887908
Yes, but not as suitable for 3D texture mapped graphics as triangles with UV coordinates.

>>10887996
Indeed. They're literally rastered to a frame buffer like triangles.
Not using the same scanline start/end trick, but it's not the sprite thing where the colors are generated as the picture is sent.

Now you can call the 3D triangles of the nintendo DS sprites as they're drawn like sprites.
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>>10888008
We don't talk about the nintendo DS, that thing is just weird.
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>>10886648
>drawing quads
Absolutely disgusting.
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These low quality threads are obviously made to keep the board's traffic flowing, but flowing it with trash only poisons it. Such trash shouldn't be tolerated.
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>>10888008
>older 3D tech doesn't conform to modern standards
Ok? It's still 3D.
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>>10888130
It's also datamining. It's happening to all of the boards.
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>>10888169
Indeed.
But there's all the subtext, like expecing 3D to have cubemap reflections etc..
However if you gonna play semantics, you can claim that the sega saturn has vertex shaders, because its a separate processor doing the vertex and T&L math and it's completely programmable.
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>>10886683
After you leave /vr/
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>>10886648
>300,000 tessellated textured polys with a 8x8 monochrome palette
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>>10886648
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>>10890246
could they not have prevented this somehow?
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>>10886648
Saturn was fine for 3D it’s just that Sega wasn’t and never have been.
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>>10890404
retard
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>>10890259
i dont know shit about 3d but i think its pretty much just a clipping distance relative to camera change
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>>10886648
When it comes to VDP1 vs PS1's GPU the amount of polygons per second isn't really a good metric. What's more important is fillrate. Which VDP1 does really suck in this regard. VDP1 for textured draws is about 12 Million Pixels per second. That's enough to draw an entire 320x224 screen about 2.5x per frame at 60fps. Untextured draws are about double that. Half Transparencies are 6x slower. Throw in the overdraw issue and you've got a real problem.

So if you're drawing 8x8 textured polygons on VDP1, you would be able to get about 3300 of them on screen before it starts to flicker at 60fps. This would be about 200,000 polygons per second.

PS1 by comparison has a fillrate of about 33 Million Pixels per second for textured draws. So it's about 3x as fast allowing it to draw a lot more.

That said, the Saturn definitely was designed with 3D in mind, it is the reason VDP1 even has textured quad and untextured polygon commands, and it's why the SH2 was chosen along with why the SCU DSP is there. CPU Power wise it's pretty close to the PS1, the main area it falls behind is VDP1's fillrate and lack of features like texture coordinates and additive blending.
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>>10890404
>what are model 1 and 2



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