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Old April 4th, 2003   #21 (permalink)
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really kool shots...

Dragon Quest/Warrior VII is a really awsome game
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Old April 4th, 2003   #22 (permalink)
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>Dragon Quest/Warrior VII is a really awsome game.

I bought a copy of this game and havnt even played it yet, I have too many rpg's not yet completed.
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Old April 4th, 2003   #23 (permalink)
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I know how you feel, and I never really play waht I have either lol
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Old April 4th, 2003   #24 (permalink)
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you are all well off better than me, I can't even have what I want.
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Old April 4th, 2003   #25 (permalink)
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Quote:
Originally posted by yeloazndevil
Anisotropic Filtering has no effect on PSX emulation since it has no Z-Buffer, just disable it
Crash Bandicot 3 has z-buffer


...


I realy liked DQ6, and becuase DQ7 was the #1 selling game in Japan, I thought it is cool
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Old April 4th, 2003   #26 (permalink)
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well dl it
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Old April 4th, 2003   #27 (permalink)
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>Crash Bandicot 3 has z-buffer

No it doesn't.
The PSX does not have a Z-buffer.
End of story. It simply does not have that hardware.
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Old April 4th, 2003   #28 (permalink)
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>The PSX does not have a Z-buffer.

What is Z-Buffer exactly?
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Old April 4th, 2003   #29 (permalink)
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z-buffer: zero buffer
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Old April 5th, 2003   #30 (permalink)
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>z-buffer: zero buffer

Uhhhh, no.

Z-buffer
{graphics} An array used to store the maximum Z coordinate of any feature plotted at a given (X, Y) location on the screen, used for hidden line removal in a 2D rendering of a 3D scene. The Z axis is perpendicular to the screen with values increasing towards the viewer so that any point whose Z coordinate is less than the corresponding Z-buffer value will be hidden behind some feature which has already been plotted.
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Old April 5th, 2003   #31 (permalink)
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Ok, Z-Buffer is a thing to make things like mirrors
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Old April 5th, 2003   #32 (permalink)
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>Ok, Z-Buffer is a thing to make things like mirrors

No, that would be glass. The Z-buffer is used to draw a 3d scene more accurately, allowing perspective correction and trilinear fltering among other things.
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Old April 5th, 2003   #33 (permalink)
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Sory, on http://www.naughtydog.com/legacy/crash/faqs.htm
I picked this:
Quote:
11)_Q:
Naughty Dog created the first software z-buffer for the PlayStation. How did you do it?
A:
Greg coded it. We don't know how it works. It just does.
I commit an error, beacause Official PlayStation Magazine din't said that the z-buffer was software
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Old April 5th, 2003   #34 (permalink)
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I'll await Pete, Nickks or Lewpy's judgement on that, as I don't have that game to look into it, but I think software z-buffer is something of an oxymoron.
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Old April 5th, 2003   #35 (permalink)
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but does z-buffer does a very good filter?
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Old April 5th, 2003   #36 (permalink)
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OK..... best example of the effect a Z-buffer can have on games......
Take a look at this shot of Quake 2
http://www.ngemu.com/forums/showthre...ake#post352576 Although it's not as prevailent in this shot, you can still see how the textures don't quite seem to line up right against the view plane. Try running it on the PC and compare.
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Old April 5th, 2003   #37 (permalink)
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Quote:
Originally posted by Lord Kane
OK..... best example of the effect a Z-buffer can have on games......
Take a look at this shot of Quake 2
http://www.ngemu.com/forums/showthre...ake#post352576 Although it's not as prevailent in this shot, you can still see how the textures don't quite seem to line up right against the view plane. Try running it on the PC and compare.
Actually, that's the best example of what perspective-correct texturing can have on games
PSX can not do perspective-correct textures, so large textures appear to "warp" if they are angled to the screen. It's all related to the lack of depth information ("Z" information) in the GPU.
The lack of z-buffer in the PSX is detectable when objects, that should be behind other objects in the scene, protrude through them and are visible to the viewer (when they shouldn't be). This is mainly evident in polygon clipping, where bucket-sorting the polygons means that each poly is in front of another: this does not allow for the situation where half of a poly is in front of half of another poly, but the other half is behind the other half of the other poly .... lots of "half"'s and "other"'s there, but I hope you get the picture

As for Naughty Dog talking about doing a software z-buffer, I am not entirely sure what they are refering to. I don't think a "true" z-buffer can be done on the GPU, even with software tricks, so they must either be: not telling the entire truth; or doing the rendering entirely on the PSX CPU (in software) without using the GPU. Now, I know they don't do that all the time, so maybe it is only for certain things.

/me shrugs
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Old April 5th, 2003   #38 (permalink)
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Battle shots please!
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Old April 6th, 2003   #39 (permalink)
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nah, no more z buffer for you
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Old April 10th, 2003   #40 (permalink)
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hmm, im not @ home with the psx hardware but is it possible for an emu to implement z-buffer in a way that would affect the
emulated games or does z-buffer have to be programmed into the games by the developers?
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