This is great. Sidenote, there should be some amazing games capable of running browser now. Is there any list or any recommendation ?
Note that the second link (space game) will take a bit longer to load, as there's no loading screen.
51–60 of 64 posts
This is great. Sidenote, there should be some amazing games capable of running browser now. Is there any list or any recommendation ?
Note that the second link (space game) will take a bit longer to load, as there's no loading screen.
> The PSX devkits came with a library called LIBGPU, which handled the rendering. Since the PSX GPU didn't have a z-buffer, all primitives you wanted to draw (triangles, quads and sprites) needed to be submitted into an “ordering table” or OT for short. This table had (typically) 8192 slots allowing for 8192 different z-levels. The GPU would then rasterize the list back to front. The result would not be perfect (in s…
<3 Designers Republic <3
https://www.thamesandhudsonusa.com/books/a-to-z-of-the-desig...
to me wipeout 3 was the pinnacle of the genre. never matched after.
Just a reminder that BallisticNG is an equally addictive Wipeout clone and available on all Steam platforms. A Nintendo Switch port was also announced. https://store.steampowered.com/app/473770/BallisticNG/
Earlier quoted context omitted.
You are right: unlike modern platforms with vertex shading capabilities, the geometry pipeline runs entirely on the CPU and GTE. The GPU is a "black box" that operates exclusively in screen space and only gets access to transformed X/Y coordinates, which is also why it cannot calculate the depth of each pixel and use it to apply perspective correction to projected textures [1]. [1] https://en.wikipedia.org/wiki/Textu…
I wonder how perspective corrected texture mapping works on emulators. Maybe the coordinate values passed from GTE to GPU are "shadowed" with extra data about the transformation, that is then retrieved further down the pipeline I suppose there could be multiple approaches
This isn't an easy problem to solve. I can't think of a way you could back figure the Z from the rendered data. The only other solution I can think of is to somehow break the models up into smaller polys as they are loaded into memory. If you break them up the individual triangles will be smaller and the lack of perspective won't show.
I loved everything about Wipeout, except the racing. The controls where impossible and the difficulty ridiculous. But the music, the art style, the concept and attitude of that game was awesome. I spent many hours playing it on PSX as an early teenager.
> Each new release was decidedly worse than the previous one. Compare the original PSX version (video) to the DOS release (video): The vertex lighting on the track is gone, everything looks flat, there is no transparency and the speedometer was redrawn by a programmer. The ATI Rage Edition (video) carried this mess forward, introduced visible seams in the geometry everywhere, somehow corrupted the software z-sorting…
'twas common practice than you might think-- https://www.vogonswiki.com/index.php/List_of_CPU_speed_sensi... http://www.cpukiller.com/