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#42 (permalink) | |
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Emu author
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Apr 2001
Location: Southern England
Posts: 519
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#43 (permalink) |
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Registered User
![]() ![]() Join Date: Mar 2003
Location: Portugal
Posts: 111
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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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#44 (permalink) | |
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Emu author
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Apr 2001
Location: Southern England
Posts: 519
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#48 (permalink) | |
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Emu author
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Apr 2001
Location: Southern England
Posts: 519
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Quote:
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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#50 (permalink) | |
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Emu author
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Apr 2001
Location: Southern England
Posts: 519
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#52 (permalink) | |
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Emu author
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Apr 2001
Location: Southern England
Posts: 519
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Quote:
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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#54 (permalink) |
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邪魔ゎ指せない
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jan 2002
Location: Gosport, England
Posts: 26,255
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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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![]() >Site Live< Pop over to my site for help with setting up PSX emulators. Help for the Final Fantasies and other RPGs avalaible Celes: (Desktop) Athlon 64 X2 4200+, 2Gb 400MHz DDR Ram, MSI K8N Platinum, GeForce 8800 GTS 320Mb, 500Gb RAID HDD, Vista Business Erika: (MCPC) Athlon XP 2400+, 1Gb 400MHz DDR Ram, geForce 6800 256Mb, 80Gb Hdd, XP 2005 MCE Kimiko: (Desktop 2) Athlon 64 3000+, 512Mb 400MHz DDR Ram, Asus K8V, geForce 6800 128Mb |
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#56 (permalink) |
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邪魔ゎ指せない
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jan 2002
Location: Gosport, England
Posts: 26,255
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The PowerVR. Used in the DC. Made some very suck PC cards.
__________________
![]() >Site Live< Pop over to my site for help with setting up PSX emulators. Help for the Final Fantasies and other RPGs avalaible Celes: (Desktop) Athlon 64 X2 4200+, 2Gb 400MHz DDR Ram, MSI K8N Platinum, GeForce 8800 GTS 320Mb, 500Gb RAID HDD, Vista Business Erika: (MCPC) Athlon XP 2400+, 1Gb 400MHz DDR Ram, geForce 6800 256Mb, 80Gb Hdd, XP 2005 MCE Kimiko: (Desktop 2) Athlon 64 3000+, 512Mb 400MHz DDR Ram, Asus K8V, geForce 6800 128Mb |
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#58 (permalink) |
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邪魔ゎ指せない
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jan 2002
Location: Gosport, England
Posts: 26,255
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No, just thier PC implementation of it sucks.
__________________
![]() >Site Live< Pop over to my site for help with setting up PSX emulators. Help for the Final Fantasies and other RPGs avalaible Celes: (Desktop) Athlon 64 X2 4200+, 2Gb 400MHz DDR Ram, MSI K8N Platinum, GeForce 8800 GTS 320Mb, 500Gb RAID HDD, Vista Business Erika: (MCPC) Athlon XP 2400+, 1Gb 400MHz DDR Ram, geForce 6800 256Mb, 80Gb Hdd, XP 2005 MCE Kimiko: (Desktop 2) Athlon 64 3000+, 512Mb 400MHz DDR Ram, Asus K8V, geForce 6800 128Mb |
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