Recent content by VladR

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    Saturn's 3D capabilities

    Well, I guess Jaguar had a pretty smart design in that particular regard, as it was doing the translation to 16-bit color (from any bit depth : 1,2,4,8 bit) at runtime, during drawing of each picture line. It was a separate chip on ObjectProcessor. Especially for 4-bit, since it was natively...
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    Saturn's 3D capabilities

    Ouch, what a faceplant :( And here I was, thinking what kind of super hipoly scenes I could do at 25 % bandwidth like on jag. That would explain why that comparison web shows identical numbers for 8&16 bit. What a waste of performance. Now Saturn is fast, but not 4x as fast to compensate for...
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    Saturn's 3D capabilities

    Yeah, but your engine is BSP/portal, right ? That's a lot of CPU overhead every single frame. Still, a very sexy number. How much usage of slave SH2 do you do ? Wait, does it mean that internally VDP still processes each pixel of the bounding box of such quad ? Because in worst case (when a...
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    Saturn's 3D capabilities

    That's fine, I am taking those numbers only in the context of a theoretical benchmark, outside of real-world gameplay scenario. Wow! Full. Stop. Does it mean, that for CPU direct access of the framebuffer, 320x224 at 4-bit color actually stores 16-bits per every pixel ? So, if I was...
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    Saturn's 3D capabilities

    Thanks. I presume that number is not primarily transform-bound ? But, it's a reflection of a total system load (VDP bandwidth, DMA, Audio bandwidth, CPU cost), correct ? What kind of game type are we talking here? Well, i suppose the definition of "very good" depends on where you're coming from...
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    Saturn's 3D capabilities

    I encountered this HW comparison between Saturn/PS1/N64, just not sure if I can fully trust it: https://segaretro.org/Sega_Saturn/Hardware_comparison I don't really care about the comparison itself (e.g. against, say, PS1), but I quite like that all the benchmark numbers are together at one...
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    Windows Dev Environment for Saturn

    It's been 6 months since I set it up, but yeah, I remember the kos-specific patches. I was hoping to avoid messing with all the linux-style dependencies, but I suppose there is no wzy around that. Given how much work it was, I want to preserve the dreamcast Msys environment. I am sure, given...
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    Windows Dev Environment for Saturn

    I wouldn't mind absence of fixedpoint. I spent a great deal of research and effort to make sure my 3d engine is integer-only, hence the performance :) Since the Sh-2 is 32bit too, the math will work without changes. Only problem is that Saturn seems to have just 16 registers, so some...
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    Windows Dev Environment for Saturn

    Yaul looks interesting. From a very quick browsing through the git (link to documentation does not work, and neither to Downloads - it's an empty page), it's not a 3D engine, is it ? It would definitely be a big help, initially, to have all the HW registers set up with proper values (though, I...
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    Windows Dev Environment for Saturn

    Thanks, just googled it and researching it. Haven't encountered it before, though noticed being mentioned in forums...
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    Windows Dev Environment for Saturn

    I certainly wouldn't want to use someone else's 3D engine. The cut-off, in using other code, for me, is a sound library, that's probably the extent I would go to, although in all honesty, that's what I did with Jaguar - I opted to take Atari's audio library and I certainly burnt more time just...
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    Windows Dev Environment for Saturn

    Hi, Not sure if anyone here follows Jaguar development, but I'm currently a full-time Atari Jaguar developer (took a break in my SW engineering career, to follow my passion), with my first game to be released around January 2019. Here's a very old vid of the game, originally inspired by...
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