Since you're still new to all of this, I was simply pointing out that what is a brag is actually a deficiency; that 128 hardware sprites is not the same thing as 128 objects - especially considering the situation. Do you know the difference between an object and a hardware sprite?iNCEPTIONAL wrote: ↑Mon Aug 01, 2022 9:54 amI'm sure you could do various things on the other consoles. What does that have to do with the clearly amazing achievement here on SNES relative to the SNES' capabilities, and how they went from a game with abysmal slowdown to a game with basically irrelevant slowdown to any normal gamers?turboxray wrote: ↑Mon Aug 01, 2022 9:51 am 128 hardware sprites != 128 objects. In that video, the freeze frame shot with 128 OAM entries, only 31-33 objects are actually on screen (that doesn't include the starfield). It's 128 hardware sprites because the snes doesn't have more optimal sprite sizes. If I were to convert that exact scene to PCE or MD, it would be ~49 hardware sprites for those same ~31 objects. I've seen Batman Returns on the SNES hit 128 entries.. with just 3 clowns on screen + snow.
@MSonage
The length capture videos are nice, but it would much more insightful to have a frame lag overlay (like digital foundry). Has none does this??? Most slowdown I've looked at in the 16bit generation tends to be 50% (one missed frame), but I seen stuff like Super R-Type do like a 3,2,3,2,3,2 stager slowdown (Irem was just ridiculous). I wouldn't doubt it that Gradius 3 (original setup) is the same in some areas. But it'd be nice to have a frame rate analysis to see it more clearly.
And, sure, you might find having a frame lag overlay much more insightful. Maybe they can add that in a future video for your benefit. I found the comparison very meaningful as is, and I appreciate the effort put into both the optimisation work done here and the video very clearly showing off some of the benefits.
As for the slowdown and the optimizations made... you know, some of us actually code and like the know the details and metrics of things. Weird, huh? It's also a project that I've been following and interested in. I actually like the fastrom+optimization hack over the SA-1 patch. SA-1 is for the gamers, the fastrom+optimization is for the coders and such.