Search found 10 matches

by realityengine
Sun Apr 08, 2018 12:30 pm
Forum: Other Retro Dev
Topic: N64 additive transparency
Replies: 29
Views: 25467

Re: N64 additive transparency

How about using the vertex unit as a geometry processor then, outputting triangles that do not exist in the source model? Would such an approach have any advantage over just having a preprocessed model? In terms of getting around that texturing issue you previously mentioned, probably not. But to c...
by realityengine
Sun Apr 08, 2018 10:32 am
Forum: Other Retro Dev
Topic: N64 additive transparency
Replies: 29
Views: 25467

Re: N64 additive transparency

I didn't think 5 months was particularly short to port over a game, especially one as barebones as it? I doubt they programmed the game in MIPS assembly (if that's even humanly possible...) It's less time than that because it still has to go through QA (including by the licensor) and then manufactu...
by realityengine
Sun Apr 08, 2018 9:35 am
Forum: Other Retro Dev
Topic: N64 additive transparency
Replies: 29
Views: 25467

Re: N64 additive transparency

Well, here's a game that was developed for the PS2 and released on the GameCube and Xbox later. Granted, the only real difference is the framebuffer size, but I'd figure that if a game were being made with the PS2 in mind, they'd scale up the load to where the system would be running at about full ...
by realityengine
Sun Apr 08, 2018 2:48 am
Forum: Other Retro Dev
Topic: N64 additive transparency
Replies: 29
Views: 25467

Re: N64 additive transparency

Looks like it was even more apples-to-oranges than I thought... The only consoles of that generation with reasonably comparable graphics hardware are the Gamecube and Xbox (and Xbox soundly wins, aside from the occasionally pixel shading situation where TEV is better, and the sometimes faster blend...
by realityengine
Fri Apr 06, 2018 10:52 am
Forum: Other Retro Dev
Topic: N64 additive transparency
Replies: 29
Views: 25467

Re: N64 additive transparency

Realityengine, do you know what was the optimal way to deal with large textures? Was Rare's way documented anywhere? I can certainly imagine preprocessing to split models and textures to smaller ones, but I don't think that's the best way. Good memory bandwidth management. I believe that was exactl...
by realityengine
Fri Apr 06, 2018 10:30 am
Forum: Other Retro Dev
Topic: N64 additive transparency
Replies: 29
Views: 25467

Re: N64 additive transparency

What I mean is that the N64 (for debatable reasons) failed to convince a certain subset of gamers that it was even more powerful than the PSX at all. As stated in my previous post, I think it is mostly down to the fact there was more crossover between the most popular games on PS1 and those with th...
by realityengine
Thu Apr 05, 2018 12:10 pm
Forum: Other Retro Dev
Topic: N64 additive transparency
Replies: 29
Views: 25467

Re: N64 additive transparency

Could comparison of graphical production values between inter-generation consoles and both the best of the previous gen and the worst of the next gen be valid? Examples could include good NES games vs. bad TG16 games, or good TG16 games vs. bad Super NES games. Or ColecoVision/MSX between Atari 260...
by realityengine
Thu Apr 05, 2018 10:59 am
Forum: General Stuff
Topic: Interesting Wii U hardware overview
Replies: 31
Views: 11846

Re: Interesting Wii U hardware overview

I'll take you up on that offer. :wink: Do you know how they managed to join three PPC750's together in the Wii U? I have to admit that I don't know too much about Wii U specific features, and have not been privy to any detailed information about it. From memory, the PPC750 did have an incomplete SM...
by realityengine
Thu Apr 05, 2018 10:51 am
Forum: Other Retro Dev
Topic: N64 additive transparency
Replies: 29
Views: 25467

Re: N64 additive transparency

Merging in my reply to the post in this thread http://forums.nesdev.com/viewtopic.php?f=5&t=17169&start=30#p216192 I'm just saying that there was a surprising amount of overlap given the power difference, which may be attributable to the N64 being hard to program, compounded by the inefficie...
by realityengine
Thu Mar 29, 2018 9:03 am
Forum: General Stuff
Topic: Interesting Wii U hardware overview
Replies: 31
Views: 11846

Re: Interesting Wii U hardware overview

To be fair, the GameCube architecture was a really good one for the time and punched above its weight, while still being easy to program for. The exact opposite of the Nintendo 64, which was not programmer-friendly That arguably had more to do with the RAM inside of the N64 than the architecture of...