VOGONS


Reply 41 of 54, by RaVeN-05

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Updated first post of some more info on what i found on Macintosh, Amiga, PC-98

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Reply 42 of 54, by dr.zeissler

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perhaps other usefull informations for mac:
https://web.archive.org/web/20160209122257/ht … m/v3compat.html
http://preserve.mactech.com/articles/framewor … /QD3D_Hess.html

Retro-Gamer 😀 ...on different machines

Reply 43 of 54, by RaVeN-05

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Thanks, i also looked on SEGA 32X and JAGUAR seems these two has 3d graphic also, and no emulators exist that can set HD resolution for them as Yaba Sanshiro or bsnes or mgba can do

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Reply 44 of 54, by Tiido

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32X has no 3D hardware in it, all of it is software rendering. There is only a framebuffer in the hardware.

T-04YBSC, a new YMF71x based sound card & Official VOGONS thread about it
Newly made 4MB 60ns 30pin SIMMs ~
mida sa loed ? nagunii aru ei saa 😜

Reply 45 of 54, by RaVeN-05

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from wiki

Unveiled by Sega at June 1994's Consumer Electronics Show, the 32X was presented as a low-cost option for consumers looking to play 32-bit games. It was developed in response to the Atari Jaguar and concerns that the Saturn would not make it to market by the end of 1994. Though it was conceived as a new, standalone console by Sega of Japan, at the suggestion of Sega of America executive Joe Miller and his team, it became an add-on for the Genesis and made more powerful. The final design contained two 32-bit central processing units and a 3D graphics processor.

hmm probably , i heard that Metal Head and Virtua Racing Deluxe has specific cartridges where is 3d realized.
i can be wrong , just need more deep dig here =)

As about PC-98:
NEC Mystique (MSI)?:
NEC PCX1 (PowerSGL)?:

someone knew any game(s) that use 3d hardware?

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Reply 46 of 54, by GordonFreeman

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Sorry to revive such an old thread, but I thought I'd add something.

Recently I've been playing a bunch of 3D accelerated games on my iMac G3 (Blueberry slot-loading). This system has a Rage 128 8MB, I think. Some games that seem to run really well on it with 3D acceleration:

Tomb Raider
Quake 2
Wipeout 2097

There are a bunch of other games I tried that will run, but these seem to be the most fun to play because the performance is very good. I was somewhat surprised that Tomb Raider worked with 3D acceleration - you don't even have to change any settings for that, it works automatically. Wipeout is a little tricky to get working - I had to try a couple of different versions before I could find one that works properly. Wipeout 2097 will run in either OS 9 or OS X, but I've found that OS 9 works with my game controller but the OS X version I'm running (10.3 "Panther") does not - so I run the game in OS 9.

Reply 47 of 54, by Tiido

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32X has no 3D hardware, only a framebuffer with fill and RLE mode. All the GFX is full on CPU grunt on it (and so is sound).
EDIT: I have written the exact same thing some posts ago 🤣.

Anyway as someone who actually has programmed it, I can tell that it is just a dumb framebuffer. All the documentation will show that to be the case too. The wiki is wrong on it, and only talking about some marketing info that never was true.

T-04YBSC, a new YMF71x based sound card & Official VOGONS thread about it
Newly made 4MB 60ns 30pin SIMMs ~
mida sa loed ? nagunii aru ei saa 😜

Reply 49 of 54, by Jo22

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That one 32x demo was fascinating, though! 😃
https://wwe.youtube.com/watch?v=pOWZbydnlZE

And what about the Sega Mega CD?
Didn't it support Mode 7-like features like zooming and rotation?
On the other hand.. But even if that was true, then that merely was pseudo 3D or 2.5D maybe? 😒

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In what to one race is no time at all, another race can rise and fall..." - The Minstrel

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Reply 50 of 54, by Tiido

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Yeah, that demo is great but it all comes down to the actually decent chunk of CPU power 32X has. One SH2 in 32X is about as fast as a 486DX2 in ideal conditions and with careful task splitting it is possible to get very decent performance out of the CPUs. Unfortunately pretty much everything around the CPUs has wait states which hinders what is possible quite a bit still 🤣.

MegaCD has a blitter in it that can do scale and rotate stuff and if you really try you can produce some polygons but there is no sort of 3D specific hardware in it. The final problem is that to actually show the rendered framebuffer it must be transferred to MD side VRAM and this is not a fast operation, which is why the frame rates are never particularly good unless the objects are fairly small. 60Hz hardware can only transfer roughly 7KB/sec per frame without extra tricks like partially blanking the display (i.e borders creation).

T-04YBSC, a new YMF71x based sound card & Official VOGONS thread about it
Newly made 4MB 60ns 30pin SIMMs ~
mida sa loed ? nagunii aru ei saa 😜

Reply 51 of 54, by RaVeN-05

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I need more deep explanations in Macintosh world:

i know there is 68k , PPC, x86, arm.
PPC can run 68k apps natively (because PPC is 68k+ibm combined cpu)
x86 can run some PPC apps trough rosetta. An PPC Carbon apps and cant run PPC Classic Environment.
arm can run x86 apps trough rosetta 2.

as i know there is rave, glide, opengl api's.
they all work on PPC based cpu.
none of them is supported on 68k.

opengl is only on x86 ?
metal only on arm?

i tried to run every glide game on x86 with macGlide wrapper it makes 3dfx games to work trough opengl, none is working, unfortunatelly all glide mac games is classic environment .

i tried to run just two opengl ppc games on x86 (heretic2, hexen2) they work fine on x86, as i googled i spot many ppc carbon opengl games.

!!!! Is there any PPC Classic Environment OpenGL games? or they all carbon?

Did somewhere exist a list of all RAVE and/or GLIDE and/or OPENGL macintosh games?

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https://go.twitch.tv/whitemagicraventv

Reply 52 of 54, by Tiido

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PPC has no sort of 68K compatibility. Any compatibility is done via emulation on those Macs just like later x86 ones that can still run PPC stuff, all is done via emulation.

T-04YBSC, a new YMF71x based sound card & Official VOGONS thread about it
Newly made 4MB 60ns 30pin SIMMs ~
mida sa loed ? nagunii aru ei saa 😜

Reply 53 of 54, by subhuman@xgtx

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leileilol wrote on 2019-02-24, 01:10:

Given Namco's earlier very capable and very fast Namco System 22 hardware I doubt they'd license PowerVR PCX1 up for 23 especially as that chip can barely pull 30fps. Even MAME doesn't mention any PowerVR involvement for their source in that.

If you do think it's PowerVR though, try to get a still capture and identify through the unavoidable post-dithering, and see if there's any small (<32x32) textures at all.

i personally think the "it uses powervr" might be a random delusion probably assuming from the once cancelled Rave Racer port. or dreamcast community

A couple of years ago I managed to snatch an archived copy of an ImgTec engineer's public website who frequented Beyond3d. It was a few pages-long article documenting the development of the PVR gen 1 chips. (including pics and all - I think the uploader was asked to take it down due to legal reasons so I'd rather not go beyond what I should).

Basically, back when Series 1 was still a multi chip solution (Midas 1-2-3), there was a Midas prototype board for use in arcade systems in the works, with room for multiple MIPS cpus and multiple unpopulated solder pads for at least 2x+ Sabre processors. I recall the author explained that the platform was ditched halfway through because it was deemed either unprofitable/underperfoming/too complicated a design. The board pictured only had 2x Sabre and 1x Texas and possibly no boards with more than that were ever produced.

According to this official article from Videologic/ImgTec uploaded a while ago, NAMCO did use one of the early Midas PC boards to port Rave Racer.

https://blog.imaginationtech.com/back-to-the- … art-powervr-25/

It would be plausible to think NAMCO could've initially looked at Videologic for a successor to the then aging E&S based chipset, but it's nothing more than an educated guess.

Last edited by subhuman@xgtx on 2022-09-02, 07:49. Edited 1 time in total.

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Reply 54 of 54, by leileilol

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There was a PowerVR Series 1 source release earlier this year that showed the "Midas Arcade" (No relation to Midway's Midas) never really got off the ground beyond a demo (with assets produced by Namco) at a show, and switched gears to target the PC accelerator market in 1995. There's code for the relevant MIPS processors still in there.

Another rendering trait to doubt PowerVR use is alpha precision (including the alpha modulation). NAMCO loved to fade the screen a lot and do crossblending tricks with textures that'd likely glitch out on Series 1. They were ramping up the poly density as well, which is something Series 1 is also weak at as it'll throw away planes, leading to visible pop-in of complex models. Can't compete with Sega's Model 3 with that going on...

There's also that PCX1 caveat that you couldn't gouraud shade an alpha'd poly.

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