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Project announcement / Re: what p64 does
« on: September 06, 2018, 12:01:21 am »
Great job, did you know something about developing before?. Do you have an idea of what to create or are you only testing?.
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Your progress is really great! AWESOME !!
And also it's a coincidence with me! These days in my research I have added two columns to table data. Now I will update them.
1) If a game has "Tessellation" (you call it LOD) as you say Tomb Raider has it. But there are some more games. The complication is that the game has to have wireframe mode to discover it. Or that the wireframe is implemented in Yabause or other emus to see how many more games are used, surely many! Since it is a trick to gain drawing distance and perfect speed!
* The LOD is the reduction or increase of geometry in an object. Like the FIFA players or the Daytona cars. When it is in the "terrain" or "stage" in the engines they are called Tessellation.
2) I have also added a column of "Table fog" since it was an effect that in PSX also looked a lot. But also in SS!!
I was able to confirm that both effects were fully integrated into the PSX SDK. They are three functions. The "Table fog" is called "Depth Cueing" and the "Tesselation" includes two functions: 1) "Polygon Division" and 2) "Mip-map Function Library". All of them using the GTE.
On the other hand I have searched and not found in the SS SDK any function to do these things. In these cases, programmers create their own code to have these effects in their games or ports. But it is very possible, that each one did it in a different way... and none in the most optimal way. Here perhaps, SEGA failed to detect these needs and integrate them into the SDK.
I think that in this rebirth that you are building, functions like these would be very useful and necessary. I have many concrete ideas for these functions (to optimize the use of memory, VDPs and processes) and proposals in development. But specifically in these cases using the SCU-DSP, would be ideal.
EDIT: I seeing your debugging text I have remembered the polygon limit values (theoretical) in the SS SGL and in the PSX SDK.
SGl talks about:
MAX_POLYGON (number of polygons that can be used): 1800
MAX_VERTICES (number of vertices that can be used): 2500
And in the PSX SDK, in the "Performance Analyzer" manuals you can see analyzes of the game "Motortoon Grand Prix 2": 1200/1040 polygons
It is curious to see how both machines are in very similar numbers.
Greetings and thanks!!!