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Old April 10th, 2003   #41 (permalink)
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you should set it yourself
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Old April 10th, 2003   #42 (permalink)
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Quote:
Originally posted by ZappaZ
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?
By the time the draw elements have reached the GPU, they are devoid of all depth information. This means a z-buffer would be of no use, as there is no Z data to work with
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Old April 10th, 2003   #43 (permalink)
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Hmm.! I thought Z-Bufer was to make things like mirrors, but I was wrong!
The cause to this was a funny yaroze RPG, (I don't remeber the name, but it started with a piano song at the begining, had 3D graphics, and the characters were very simple! When I talked to a old women, she has explained what SOPOUSING was to be a z-buffer (with some crap of course)!

Anyway, back to the topic, I have completed Dragon Quest 6 (SNES), translated by NoProgress yesterday, anyone want the save-state?
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Old April 10th, 2003   #44 (permalink)
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Quote:
Originally posted by Generic Ninja
Hmm.! I thought Z-Bufer was to make things like mirrors, but I was wrong!
No, you are not wrong: a zbuffer does help when doing mirrors, as it makes sure the stuff reflected in the mirror doesn't poke through in to the "real" world
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Old April 11th, 2003   #45 (permalink)
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ohh..think I got it
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Old April 11th, 2003   #46 (permalink)
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Me too *_*
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Old April 11th, 2003   #47 (permalink)
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so does z buffer always work perfectly?
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Old April 12th, 2003   #48 (permalink)
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Quote:
Originally posted by finalight
so does z buffer always work perfectly?
No, because of the following reasons:-
1) A z-buffer is only as good as the information supplied to it. If the 3D engine is buggy and sends incorrect data (bad depth values, for example), then the z-buffer can not correct for this. The z-buffer is a "tool", and is only as good as the worksman
2) A z-buffer has a finite bit resolution, so sometimes it can have trouble deciding which object is in front if two objects are very close to each other. This normally happens when the objects are far away. Increasing the resolution of the z-buffer helps this, but that requires more video memory and more memory bandwidth. And example of this is the move from 16-bit z-buffers on the PC to 32-bit z-buffers, to avoid such distance-related z-buffer issues.

Z-buffer is a brute-force approach to depth rendering a scene (ie. every pixel is processed, whether it is actually drawn or not). Most GPU manufacturers now use some kind of High Level depth testing, to avoid rendering those objects that are definately not visible: this saves time and thus memory bandwidth.
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Old April 14th, 2003   #49 (permalink)
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so what does z buffer require?
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Old April 14th, 2003   #50 (permalink)
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Quote:
Originally posted by finalight
so what does z buffer require?
A z-buffer requires video memory to store current depth values, and it needs depth values specified for every vertex of every primitive drawn so it can compare them (interpolated per pixel) against the stored values.
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Old April 14th, 2003   #51 (permalink)
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so better graphic card means better z buffer?
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Old April 14th, 2003   #52 (permalink)
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Quote:
Originally posted by finalight
so better graphic card means better z buffer?
It depends on your definition of "better". Seriously. You really have to study the cards to know if the zbuffer implementation is "better" on one verses another card.
To be honest, the main focus of current GPUs is higher-level HSR (Hidden Surface Removal), in an effort to be more efficient. ZBuffer can only be optimised so much ("Fast Z Clears", "Z Compression", etc. all trying to save memory bandwidth).
Ultimately, tile-based rendering saves most Zbuffer bandwidth, because the zbuffer does not need to be stored off-chip in VRAM: the tile is rendered with the zbuffer kept on-chip, and the z information is discarded once the tile is fully rendered as it is no longer needed. But tile-based rendering has it's own set of side-effects.
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Old April 14th, 2003   #53 (permalink)
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then what's the side effect?
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Old April 14th, 2003   #54 (permalink)
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Have you used a Kyro chipset based card? If a game isn't specificaly programed for tile based rendering, it can cause some graphical artifacts from what I've seen.
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Old April 15th, 2003   #55 (permalink)
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Sorry, but I don't know what is that...
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Old April 15th, 2003   #56 (permalink)
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The PowerVR. Used in the DC. Made some very suck PC cards.
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Old April 16th, 2003   #57 (permalink)
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so it sux too?
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Old April 16th, 2003   #58 (permalink)
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No, just thier PC implementation of it sucks.
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Old September 13th, 2003   #59 (permalink)
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finished the game yesterday evening by the way
I really enjoyed this game and it played so greatly in the emu

some battle shots after a very long delay
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