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Jaguar vs. 3DO?


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#251 twoquickcapri OFFLINE  

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Posted Mon Jan 9, 2012 1:19 AM

Blade Force and Star Fighter do show off the 3do power. I would like to add:

Battlesport


Captain Quazar


I remember watching a video of CES 94 and it had both Atari and 3do in it. The 3do guys all had suits on and sounded like they're just reading off bullet points. Then the atari guys just look like normal people and seem to come off more sincere. Even owning up to some of there mistakes.

As a collector today I see the 3do vs Jaguar like this. If somehow I had to sell off all of my collection but one system and some how it came between the 3do and jag being that one. I would go with the 3do. Do to the bigger library and games like Need for Speed, Gex, Battlesport, Captain Quazar, Road Rash and Wing Commander III. But the problem with 3do is that almost all it's good game got port to the PSX or Saturn Or were PC game to being with. But if I already had the normal systems(NES,SNES,GEN,PSX) that people collected and was choosing which system to add. I would go with the Jag. BTW I've owned both system since the mid 90's and enjoy them both.

Edited by twoquickcapri, Mon Jan 9, 2012 1:21 AM.


#252 skip OFFLINE  

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Posted Mon Jan 9, 2012 6:57 AM

Battlesport is a cracking game. I've only played it once or twice, but it was for a long, long turn (hours?) if I remember correctly. I'd be interested to know what colour depth and resolution it ran at. I'd take a guess at 256 colours, but I'm sure someone will correct me. I'm quite surprise and perhaps a little disappointed that the IS I (and eventually II) 'engines' weren't used for a wider variety of Jaguar games...such as, for example, something like Battlesport. There's no doubt in my mind, especially with the limited size and object geometry, that Battlesport couldn't exist on the Jaguar. I remember thinking the same about 15 odd years ago ;)

Captain Quazar could've been done on the Jag ,or even CD32 for that matter (I'd played a few similar games on the CD32). Fact of the matter though, similar games weren't created...which is a shame.

One thing I will say about a great many of the good 3D0 games - their production values destroy those of the bulk of the Jaguar games. Be it EA or Crystal Dynamics' deeper pockets than most Jaguar developers were willing to spend, or overall better dev tools on the 3D0, quite a number of Jaguar games do come off rather amateurish on the presentation side.

Random memory flash: I know for sure that Return Fire was 'planned' for the Jag (cart or CD, not sure), but I have a vague recollection that Star Fighter was 'supposed' to come out. I have no idea if any coding was every done for either of these two games. Personally, I doubt it.

Edited by skip, Mon Jan 9, 2012 7:02 AM.


#253 sheath OFFLINE  

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Posted Mon Jan 9, 2012 12:08 PM

View Post10p6, on Sat Jan 7, 2012 9:22 AM, said:

I disagree. For one nothing is special about Starfighter at all on 3D0 or Acorn. Second, programmers go on about the Jag being so hard to program, yet I seen a demo of AVP before the Jag was even released and nothing 3D wise ever really improved over the Jags lifespan when it should have. As for 2D sprite handling of games, look at Outrun and others on the Saturn, then go back to Super Burnout on the Jag, especially in two player mode which shows what it could do. If the music in SB was streamed from CD instead of processed, then that opens up even more processing power.

This is categorically untrue. Starfighter is the only space ship sim that allows you to enter orbit from the planetary surface that I have ever played. The ship physics aren't shabby at all either. Then there is being able to see the planetary surface in real time from space and fly right back down to it, I would be surprised if there was another game that let you do that. It is even noteworthy that neither the Saturn or PS1 versions manage this, instead they both have grey nothing to look through while in space.

Starfighter is an extremely notable and unique game.

#254 sd32 OFFLINE  

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Posted Mon Jan 9, 2012 1:59 PM

I have noticed that in games like Star Fighter and The Need For Speed you can see further down the horizon in the 3DO versions than in the Saturn/Playstation ports. I have heard that in the case of The Need For Speed, this happens because the 3DO is "cheatin", but i dont know to exactly what people refer to by "cheating". I can feel like the engine is more streamlined on 3DO than on PS/Sat, but i dont know exactly what the "cheating" is, if it should even be called that. Could someone explain?
And i agree that Star Fighter was pretty impressive when it got released on 3DO.

#255 sheath OFFLINE  

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Posted Mon Jan 9, 2012 4:08 PM

I would buy a modern HD free flight shooter that allowed you to exit/enter the orbit of a planet at will in a heartbeat.

I have tried to find any fake 2D to 3D effects in Need for Speed or Star Fighter on 3DO and I just can't find it. The draw distances are just further than anything else that generation.

Edited by sheath, Mon Jan 9, 2012 4:23 PM.


#256 kool kitty89 OFFLINE  

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Posted Tue Jan 10, 2012 6:02 PM

View Postsheath, on Mon Jan 9, 2012 12:08 PM, said:

View Post10p6, on Sat Jan 7, 2012 9:22 AM, said:

I disagree. For one nothing is special about Starfighter at all on 3D0 or Acorn. Second, programmers go on about the Jag being so hard to program, yet I seen a demo of AVP before the Jag was even released and nothing 3D wise ever really improved over the Jags lifespan when it should have. As for 2D sprite handling of games, look at Outrun and others on the Saturn, then go back to Super Burnout on the Jag, especially in two player mode which shows what it could do. If the music in SB was streamed from CD instead of processed, then that opens up even more processing power.

This is categorically untrue. Starfighter is the only space ship sim that allows you to enter orbit from the planetary surface that I have ever played. The ship physics aren't shabby at all either. Then there is being able to see the planetary surface in real time from space and fly right back down to it, I would be surprised if there was another game that let you do that. It is even noteworthy that neither the Saturn or PS1 versions manage this, instead they both have grey nothing to look through while in space.

Starfighter is an extremely notable and unique game.
I think he meant "nothing special" graphically. (compared to what the Jag is capable of -though that's arguable too, at least as far as the texture mapping at that framerate)

As for gameplay though, Starglider II (and I think the original too) allowed you to fly into space and travel to other planets (and have space battles/dogfights) as well as surface flight/combat. back in the late 80s (on Atari ST/PC/Amiga). Frontier (Elite II) also allowed that among other things. (though that's from 1993)
Both of those do it in realtime too, not in separate levels or such. (Star Fox II is somewhat like that, but still is segmented into separate levels and an overworld -though still non-linear and non stage/mission based)

View Postsheath, on Mon Jan 9, 2012 4:08 PM, said:

I would buy a modern HD free flight shooter that allowed you to exit/enter the orbit of a planet at will in a heartbeat.
I think there's actually some free online games that allow that . . . I remember a review/preview for an MMO-style space flight/combat/trading sim a couple years back. (it looked pretty interesting, but also probably addictive/time consuming ;))

I think wikipedia has it listed in their space combat/sims game list page. (look at the releases from the last couple years)


There's been a number of recent indie/homebrew projects in this genre, including several built on the freespace II engine. (Shadows of Lylat is still in the works -the latest test/demo videos look amazing . . . and on such an old engine at that ;))





View Post10p6, on Sat Jan 7, 2012 6:42 AM, said:

From my personal experience I would say that the Jag runs rings around the 3D0 in 2D graphics, and sound. I believe it could have on 3D too if programmers learnt how to take advantage of the full system. For programming though the Jag is like a pickup truck with a big engine, it's hard to get the power where you need it, especially from the start. With a custom top notch development system, I think the Jag could outperform the Saturn too, especially with the CD unit so it would not have to process music.

View PostCrazyace, on Sat Jan 7, 2012 8:17 AM, said:

10p6 , are you talking about programming both machines?
I definitely disagree with you about Jaguar beating it in 3D - and there's no way the Jaguar would ever outperform the Saturn.
As far as texture mapped primitives in 3D space (ie using the native quads of the 3DO and Saturn), yes the Jag couldn't keep up. (though there's some cases where the more limited CPU resource -vs DSP+GPU resource- could be the limiting factor on the 3DO -albeit more limited in context since the jag needs the RISCs to handle the 3D math vs the coprocessor in the 3DO -and the DSP in the Jag has nasty bus bottlenecks).

However, in the context of "normal" rasterized triangles (or rasterized -not warped- quads for that matter), the comparison with the Jag would be much more favorable . . . and likely faster than the 3DO (due to the slow CPU -though texture bandwidth would still be an advantage), while the Saturn would still likely be significantly faster. (fast dual CPUs -potential to use the SCU DSP too- and VDP1 on a separate bus).

The Saturn also has the disadvantage of lacking texture expansion support in 15-bit RGB mode (the Jag blitter also can't do that though), so textures will take lots of space (unlike the 3DO or PSX) . . . and you loose the ability to shade/light/blend when using indexed color modes. (and even in 15-bit RGB, shading is limited to simple additive RGB effects, not proper linear/multiplicative lighting as CRY allows -and the PSX and most other 3D GPUs . . . or 256 color shading on PCs for that matter -depending on the palette and LUTs used you could have proper linear shading or a close approximation thereof)

Then there's the more open-ended question of non polygonal 3D/pseudo 3D representations (voxel/span renderers), but the Jaguar would still be bandwidth limited there too while the Saturn would retain similar computational resources (though the GPU+blitter set-up and feature set favors some added possibilities for effects less practical on the Saturn -like the interpolated voxel renderer used in PZ- though a normal voxel/ray-cast renderer may very well be faster on the Saturn, and sprite scaling would obviously be faster in a framebuffer context -cases like most polygonal games and AvP/Doom/PZ rely on blitter rendered scaled sprites rather than OPL sprites -since you need per-pixel depth priority- and blitter sprite scaling is slow for the same reason texture mapping is -the affine rendering logic is relatively basic and limited to single pixel read/writes, no optimization for 64-bit or FPM accesses -well, FPM could be used from SRAM, ROM, or a 2nd DRAM bank)



For 2D it's another story though. The Jag is generally better than the 3DO, but the Saturn is more of a mixed bag. (games that make a good/balanced use of both VDP1 and VDP2 capabilities will tend to smoke the Jaguar, but more "spritey" games could favor the OPL of the Jaguar and make things closer to even -then there's trade-offs of priority/blending/etc of blitter/OPL graphics vs VDP1+VDP2, but that's a more complex issue, among other trade-offs)




View PostCrazyace, on Sat Jan 7, 2012 10:32 AM, said:

Regarding the 2D comparision SuperBurnout is really nice on the Jaguar - but dont think that Outrun is really stretching the Saturn technically. You might want to compare PowerDrift - as that is slightly more technical - or trying looking at StreetRacer's saturn version compared to Atari Karts.
Galaxy force would probably be a good comparison too . . . especially since it uses rotation (which would mean a lot of blitter overhead on the Jag). Games limited to pure scaled (non-rotated) objects would be the most competitive for the Jaguar OPL. (and probably one of the bigger weaknesses of the Jaguar for 2D -or the primitive blitter in general- . . . rotation/warping effects were pretty significant for 2D games of the time -some older/current console games as well as arcade and PC games and subsequent next-gen console games- and the limits of the Jaguar blitter crippled it for those types of 2D effects as much as it did 3D texture mapping -albeit some other areas limited 3D rendering in general, like 3D math+rasterization overhead for the GPU)





View PostCrazyace, on Sun Jan 8, 2012 6:37 AM, said:

It sounds a bit like a layered voxel scene - but the memory costs would be exorbitant.
For your example ( using 8 bits per pixel to save memory ) a single 1280x800 layer would need 1000KB of storage - How many layers would you have - 8,16, or more?
Also how are you going to generate these images in the first place.

And rendering would be expensive - for every pixel you effectively either paint all of the layers from back to front - or 'raycast' from front to back to find the first non opaque pixel, In the first case the OP is the best way, and I think you'll run out of b/w after 10 layers of 320 pixels.
Doing the other way would involve gpu - and be a lot slower ( at least a load/cmp/jump per pixel per layer ) - so you might have trouble with even half that many layers.

Also - if you really want full 3d you have to have a real volume ( 1024x1024x1024 ) to allow any viewing direction.

Of course you might be talking about something simpler, like the scaled sprite compositing made famous by Sega ( and used to great effect in Super Burnout ) - with that the Jaguar can shine, but it's not really full 3D.
Voxel space type engines are interesting, and have potential for flexibility/interactivity beyond conventional polygons . . . but for full 3D projected/layered pixels as such, the resources (memory and computation) would be huge. (perhaps something possible for future generations though . . . sort of like the potential for realtime raytracing ;))

OTOH, the "short cut" examples of voxel/height-map span renderers (ie using ray casting in PX/Commanche style -or Doom/Duke style spans) are another story and have a huge advantage in computational simplicity, though also a disadvantage in bandwidth use over polygon/line-fill rendering. (column rendering tends to make poor use of page-mode burst DRAM accesses since you're usually limited to reading and writing single pixels at a time and usually write to a different scanline for each consecutive pixel -so each access will tend to be a random read/write, though that would mean the Jag's slow affine mapping would fit quite nicely ;) -polygon games can be far better optimized for multi-pixel wide/burst accesses though -since you're filling lines- and even on a single pixel wide bus like the Saturn VDP1, you get a big sped advantage from writing consecutive pixels to the same scanline -though the SDRAM allows random read/writes at almost 2x the speed of the Jaguar)

Granted, you could design a graphics system that specifically buffered for columns (or equally for columns/lines) with something like a destination cache (rendering to a mini framebuffer cell/chunk in SRAM and then copying that out to the screen in large/efficient chunks -ATi actually implemented something like that in the Rage Pro in 1997 -source texture cache as well as a destination cache-, though obviously not intended for voxel/span performance it's still a similar concept)

Edited by kool kitty89, Tue Jan 10, 2012 6:36 PM.


#257 Bryan ONLINE  

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Posted Wed Jan 11, 2012 8:51 AM

I normally stay out of the Jaguar forum, but I did develop for it for a short while and co-wrote the Virtual VCS demo, among other things. It isn't that you couldn't get decent performance, it's just that it was a lot of work as you had to be aware of the subtleties of everything you were doing at all times (not unlike 2600 coding). That's a strike against a game console where games are often ports and time to market is critical. You need a very large number of units sold before most companies will invest in a ninja programming team dedicated to fully exploiting your console. You develop that market share by having a bunch of killer in-house titles. Atari barely had the resources to get the Jag out the door, much less launch it with breathtaking software.

Overall, I thought it was a neat approach despite its bottlenecks. It was cool when you discovered a way of doubling the speed of something, but I bet a lot of Jag games were delayed by constant re-writes and tweaking.

I thought the 3DO was cool, but based on a misguided business model.

#258 kool kitty89 OFFLINE  

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Posted Wed Jan 11, 2012 3:07 PM

View PostBryan, on Wed Jan 11, 2012 8:51 AM, said:

I normally stay out of the Jaguar forum, but I did develop for it for a short while and co-wrote the Virtual VCS demo, among other things. It isn't that you couldn't get decent performance, it's just that it was a lot of work as you had to be aware of the subtleties of everything you were doing at all times (not unlike 2600 coding). That's a strike against a game console where games are often ports and time to market is critical. You need a very large number of units sold before most companies will invest in a ninja programming team dedicated to fully exploiting your console. You develop that market share by having a bunch of killer in-house titles. Atari barely had the resources to get the Jag out the door, much less launch it with breathtaking software.

Overall, I thought it was a neat approach despite its bottlenecks. It was cool when you discovered a way of doubling the speed of something, but I bet a lot of Jag games were delayed by constant re-writes and tweaking.
The problem was that Atari was just in no shape to support/manage such a console by 1993, even if it had been a cakewalk to program for, they wouldn't have had a much better chance than they did historically. (their position also compromised the low-cost potential of the system since, while a very aggressively low-cost design, they were limited in negotiation for components and manufacturing -as well as volumes- and were also forced to sell it at a profit due to their financial situation, and retailers generally sold at much higher margins for hardware/software than for more trusted brands -the game prices were heavily inflated over contemporary SNES/Genesis games of similar ROM sizes)

Albeit, had Atari been in a better managed/funded position in the first place, some of the bugs/problems with the Jaguar may have been worked out too. (and, assuming it had a successful direct predecessor on the market, it also could have been aimed at a later date -further addressing the bugs and potentially aiming at a larger/different feature set)


However, it's still amazing that, in spite of the Jaguar's extremely weak retail performance (only 135k units sold through 1995), there were a significant number of very skilled/ambitious programmers to work on the system. (Carmak was among them, though the Phase Zero team and Battlesphere teams too -among others)

#259 82-T/A OFFLINE  

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Posted Sat Jan 21, 2012 7:06 AM

View Postfishsandwich, on Fri Jul 13, 2007 2:09 PM, said:

I've always considered the Jaguar, 3DO, and Sega 32x to be the "first wave" of 32-bit consoles and that the PSone, Saturn, and N64 were the "second wave" (let's not argue about "bits", shall we? I'm just going with 32 for identification purposes.)

Gorf has convinced me that the Jaguar has more horsepower than the 32x... but how does it compare to the 3DO? Is the Jag on top of the list in terms of POWER and POTENTIAL or is it the 3DO?


So, this is 11 pages now, but I don't think I've added in my thoughts... heh.

The Jaguar has some very specific graphics and hardware processing that, when properly used, can really produce some excellent games. A couple of examples would be like Missile Command 3D, Battlesphere, etc. I would say that the 3DO made a better decision by making all their games on CD, and therefore all games had cut-scenes right off the bat. That kind of gives it a plus over the Jag. I had a 3DO a couple of years ago but sold it when my daughter was born and I was trying to get rid of "crap."

But I have to ask, was there really any question about whether or not the 32X was inferior to the Jaguar? Not trying to start an argument here, but I thought that was pretty obvious.

I've got a Sega Saturn, and I love that system. When I unloaded all my games and systems, the Saturn was one of the systems I decided to keep (along with the Jaguar and my 2600). The Saturn came out after the Jag of course, so I make no bones that it's pretty much a better system overall. But the 32X? Pretty obvious that it's inferior to the Jag.

#260 sheath OFFLINE  

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Posted Sat Jan 21, 2012 10:32 AM

View Post82-T/A, on Sat Jan 21, 2012 7:06 AM, said:

But I have to ask, was there really any question about whether or not the 32X was inferior to the Jaguar? Not trying to start an argument here, but I thought that was pretty obvious. I've got a Sega Saturn, and I love that system. When I unloaded all my games and systems, the Saturn was one of the systems I decided to keep (along with the Jaguar and my 2600). The Saturn came out after the Jag of course, so I make no bones that it's pretty much a better system overall. But the 32X? Pretty obvious that it's inferior to the Jag.

It depends on how you define the system's strengths. The 32X is classed to be able to handle anywhere from two to five times the polygons per second than the Jaguar can. Depending on what you look at, Atari Age's own specs say that the Jaguar can "theretically" pull out 20,000 polygons per second and it has trouble with texture mapping. The 32X's theoretical limit is 50,000 polygons per second, with realistic in game limits in the 20-25k range (but it doesn't have enough RAM for a lot of texture mapping). The Jaguar homebrew community has made it pretty clear that the Jaguar's real power is in other areas like Voxel or Height Map engines, which is actually where the 32X's strengths lay as well.

I would say that the 32X and Jaguar are in the same league in processing ability, with the Jaguar being overall better mainly because of having four times the RAM. Even the 32X CD would need cut corners compared to what the Jag could do just because of the RAM.

As an aside, I've just finished my second 32X and Jaguar comparison video on both system's fighting games. The first was on the Jaguar and 32X's 2D Action-Platformers. I would enjoy more discussion on this topic and plan on starting a Racing game comparison video this week after my new PSU comes in for my workstation.

#261 82-T/A OFFLINE  

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Posted Sat Jan 21, 2012 12:03 PM

Damn, so pissed... wrote multiple responses to multiple people, and it didn't save... sigh... later tonight I guess.

#262 sheath OFFLINE  

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Posted Sat Jan 21, 2012 1:51 PM

It's probably too late now, but if you use the browser's back button can the reply be retreived?

#263 philipj OFFLINE  

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Posted Sat Jan 21, 2012 7:21 PM

View Postsheath, on Sat Jan 21, 2012 10:32 AM, said:

View Post82-T/A, on Sat Jan 21, 2012 7:06 AM, said:

But I have to ask, was there really any question about whether or not the 32X was inferior to the Jaguar? Not trying to start an argument here, but I thought that was pretty obvious. I've got a Sega Saturn, and I love that system. When I unloaded all my games and systems, the Saturn was one of the systems I decided to keep (along with the Jaguar and my 2600). The Saturn came out after the Jag of course, so I make no bones that it's pretty much a better system overall. But the 32X? Pretty obvious that it's inferior to the Jag.

It depends on how you define the system's strengths. The 32X is classed to be able to handle anywhere from two to five times the polygons per second than the Jaguar can. Depending on what you look at, Atari Age's own specs say that the Jaguar can "theretically" pull out 20,000 polygons per second and it has trouble with texture mapping. The 32X's theoretical limit is 50,000 polygons per second, with realistic in game limits in the 20-25k range (but it doesn't have enough RAM for a lot of texture mapping). The Jaguar homebrew community has made it pretty clear that the Jaguar's real power is in other areas like Voxel or Height Map engines, which is actually where the 32X's strengths lay as well.

I would say that the 32X and Jaguar are in the same league in processing ability, with the Jaguar being overall better mainly because of having four times the RAM. Even the 32X CD would need cut corners compared to what the Jag could do just because of the RAM.

As an aside, I've just finished my second 32X and Jaguar comparison video on both system's fighting games. The first was on the Jaguar and 32X's 2D Action-Platformers. I would enjoy more discussion on this topic and plan on starting a Racing game comparison video this week after my new PSU comes in for my workstation.

I think the 32X is very powerful in its own right using two 16bit SH2 32-bit RISC that run at 23MHz with only 256kb of ram... The Jag uses to RISC processors that run at that run at 27MHz both having internal cache, however, the Jag have 2MB of RAM compared to the 32X 256kb of ram. The difference between the 32X and the Jaguar is that the Jag has a 64bit blitter and object processor controled by the GPU which is what I feel is the Jags strength. The Jags weakness, as I see it, is the bottleneck architecture which stiffles the flow of data meaning the programmer has to be really smart to take advantage of the system. The 32X has the two RISK along with the Genesis chip set; the Motorola cpu, the z80 sound controller, and the YM sound chip. The good thing about the Geny is that the Motorola doesn't slow down the system when it's in use, however the Jag, which also has a Motorola (not to be confused to be the CPU... The GPU was suppose to be the real CPU without the warm and fuzzy feeling) slows down the 32bit processor when in use because it hogs the systems pipeline forcing the 27MHz to crawl at the same speed of the Motorola which is 13Mhz thus is the reason what most of the 3D games for the Jag moves so slowly. I could go on and on, but the Jag was greatest red headed step-child Atari ever created for the home console market.

#264 sheath OFFLINE  

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Posted Sat Jan 21, 2012 7:51 PM

View Postphilipj, on Sat Jan 21, 2012 7:21 PM, said:

I think the 32X is very powerful in its own right using two 16bit SH2 32-bit RISC that run at 23MHz with only 256kb of ram... The Jag uses to RISC processors that run at that run at 27MHz both having internal cache, however, the Jag have 2MB of RAM compared to the 32X 256kb of ram. The difference between the 32X and the Jaguar is that the Jag has a 64bit blitter and object processor controled by the GPU which is what I feel is the Jags strength. The Jags weakness, as I see it, is the bottleneck architecture which stiffles the flow of data meaning the programmer has to be really smart to take advantage of the system. The 32X has the two RISK along with the Genesis chip set; the Motorola cpu, the z80 sound controller, and the YM sound chip. The good thing about the Geny is that the Motorola doesn't slow down the system when it's in use, however the Jag, which also has a Motorola (not to be confused to be the CPU... The GPU was suppose to be the real CPU without the warm and fuzzy feeling) slows down the 32bit processor when in use because it hogs the systems pipeline forcing the 27MHz to crawl at the same speed of the Motorola which is 13Mhz thus is the reason what most of the 3D games for the Jag moves so slowly. I could go on and on, but the Jag was greatest red headed step-child Atari ever created for the home console market.

Just to be clear, each SH2 in the 32X has its own 128KB frame buffer, and the system itself has a total of 512KB of RAM (dual 128KB frame buffers plus RAM). Similarly, the Jaguar has four banks of RAM that add up to 2MB. I am not especially familiar with the bus limitations of each system, but from what I have read the Jaguar is bottlenecked more by bus contentions than anything else. The 32X literally has the entire Genesis as a graphics layer plus audio, and then its own graphics and sound capabilities.

ROM space would be the biggest limitation for either the Jaguar or the 32X, but RAM favors the Jaguar heavily in this comparison.

Edited by sheath, Sat Jan 21, 2012 8:16 PM.


#265 82-T/A OFFLINE  

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Posted Sun Jan 22, 2012 1:23 PM

View Postsheath, on Sat Jan 21, 2012 1:51 PM, said:

It's probably too late now, but if you use the browser's back button can the reply be retreived?


Hah, still pissed, because I responded to some other people about the 3DO also... but I can't remember now.

Anyway, I'll break it up into two things:


32X - So, after watching your video, I certainly have a much greater appreciation for the 32X than I did before. The majority of my experience with it was comparing NBA Jam and Doom... which the Jaguar and 32x both have. At least with both of those games, there's really no comparison between the Jaguar and 32x. The Jaguar has more "depth" to it's graphics.

So, looking at a lot of the videos in your compilation that you made, the system has some decent speed. One thing I did notice though is that, like with those other two games, the 32X seems to mask what I believe to be a short-fall by making a lot of the 3d and sprite images ever so slightly smaller. Like when you compare the 32X version of NBA Jam and the Jaguar version of NBA Jam, the players are all a little bit smaller. When you look at the background, the images in the 32X game is less dense, and the graphics are less detailed. Both games on both systems appear to run fast.

I definitely don't want to give the wrong impression. Although I am definitely an Atari fan, I absolutely love my Sega Saturn. I also have a Master System, and like that system for a whole bunch of other reasons, but I love my Saturn... some of the games I have on there are awesome. As a matter of fact, when it came down to me having to decide what to get rid of (when I felt overwhelmed and wanted to get rid of everything I didn't really use or want), I got rid of my 3DO and my Playstation, and kept my Saturn.

In my opinion, I think the Saturn didn't really get good reception here in the US. It obviously did well overseas, but I almost wonder if it wouldn't have been better for Sega to put more effort into the Saturn and release it quicker than to build the Sega CD or the 32x. For what it's worth, I also have a Genesis, but it's broken (if you can believe that). I have a bunch of games for it, but haven't had the time to look at it and see why it's not working. It was given to me by a football player actually (when I used to work for the Miami Dolphins). I don't know what the guy did to it, but it looks brand new, it just doesn't turn on...


As for the 3DO, the 3DO is an awesome system. To me, the 3DO seems much like the XBOX is today. Most of the games I had for the 3DO were all computer games... like Wing Commander 3, Star Control II, Alone in the Dark 1 and 2...


OH!!!!! I remember what I was posting about, on the 3DO...

When I worked for CompUSA back when I was in high school, we were selling a 3DO computer card. I don't remember what it was called, but it was a near full-length card (16 bit ISA I guess?) that fit into a computer. It had a bunch of connections in the back (maybe for controllers) and came with a CD-drive that would get installed in the computer. It was so that you could basically play 3DO games on your computer. It was an official product, but for the life of me I can't remember what it was called. The dumb thing is that we only used it to play Top Gun (the movie) on our big monitors that we had. We never bothered to actually set it up for product demo. I don't ever remember anyone actually buying it. I think they were selling it close to 350 bucks or so.

I'm going to copy this text in case it doesn't take my post.

#266 DracIsBack OFFLINE  

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Posted Sun Jan 22, 2012 1:53 PM

View Postsheath, on Sat Jan 21, 2012 10:32 AM, said:

Depending on what you look at, Atari Age's own specs say that the Jaguar can "theretically" pull out 20,000 polygons per second and it has trouble with texture mapping.

That seems quite a bit lower than I remember people saying back "in the day" as to how many polygons it dealt with. My memory could be fuzzy, but I remember ATD saying that Battlemorph was shuffling 20,000 a second and I heard numbers of higher than that from others.

Could be wrong though.

#267 sheath OFFLINE  

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Posted Sun Jan 22, 2012 2:00 PM

From what I have seen the Jaguar's games are generally higher color than 32X games are. I haven't bothered to check with any Jaguar emulators, but I would bet that most Jaguar games are running in 256 color mode or above. Since the 32X only saw six months of releases, and most of the games only had a six month development cycle, most of these games, especially the Akklaim stuff, are using Genesis source material, letting the Genesis handle the far backgrounds and music but with some optimized aspects and the 32X pretty much only handles sprites and foregrounds.

That means that the far background in most Genesis 32X games are still limited to four 16-color palettes, or 61 colors total out of a 512 color palette. While that really should be enough for this generation, it is still going to look noticably less colorful than a game displaying 256 (or more) colors from a 16 or 24-bit master palette. Out of the games that I have put in videos so far, I think the only games that don't use the Genesis at all are Brutal and Blackthorne. Actually I think Blackthorne uses the Genesis for the right column menu, but it is also the only game that I have sampled that goes over 256 colors. Also note that these videos are comparing Jaguar S-Video to Genesis Composite, Composite is going to blur a lot of details also, but most of it would just be dithering or banding.

The only way around that for the 32X would be to take up precious RAM letting the 32X display everything on screen and just letting the Genesis do nothing. So, good development on the 32X would let the Genesis save resources for the 32X to do what it is capable with sprites, foreground layers and digital audio samples.

In the polygonal 3D department I haven't seen the Jaguar really beat the 32X. I might have made a mistake in the fighters video by setting Virtua Fighter to widescreen mode and not stretching the video to 16:9, that made the characters seem thinner than they actually are. Doing a video for all of the racers on both platforms should be interesting though, obviously the Jag's psuedo 3D stuff is going to blow the 32X out of the water in object size, framerate and colors, but it doesn't have anything to make Virtua Racing Deluxe look bad. I do think that even though Checkered Flag has really bad gameplay it might be higher color and have more polygonal detail than Virtua Racing Deluxe.

I totally agree on the 3DO, if it wasn't so expensive originally I would have bought it back in the day. Awesome platform, easily the Sega CD's equal in library quality with fully next generation graphical capabilities.


View PostDracIsBack, on Sun Jan 22, 2012 1:53 PM, said:

View Postsheath, on Sat Jan 21, 2012 10:32 AM, said:

Depending on what you look at, Atari Age's own specs say that the Jaguar can "theretically" pull out 20,000 polygons per second and it has trouble with texture mapping.

That seems quite a bit lower than I remember people saying back "in the day" as to how many polygons it dealt with. My memory could be fuzzy, but I remember ATD saying that Battlemorph was shuffling 20,000 a second and I heard numbers of higher than that from others.

Could be wrong though.

I tried to go back and edit that, it should have read theoretical limits of 20,000-40,000 and that wasn't Atari Age's estimates it is in the old Jaguar FAQ. That said, I haven't heard it said that the 3DO, Jaguar or 32X ever topped 25,000 in game.

Edited by sheath, Sun Jan 22, 2012 2:05 PM.


#268 Austin ONLINE  

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Posted Sun Jan 22, 2012 2:54 PM

View Post82-T/A, on Sun Jan 22, 2012 1:23 PM, said:

It was so that you could basically play 3DO games on your computer. It was an official product, but for the life of me I can't remember what it was called. The dumb thing is that we only used it to play Top Gun (the movie) on our big monitors that we had. We never bothered to actually set it up for product demo. I don't ever remember anyone actually buying it. I think they were selling it close to 350 bucks or so. I'm going to copy this text in case it doesn't take my post.

You are thinking of the 3DO Blaster. Those things are super-rare these days and go for a pretty penny if they are complete.

#269 twoquickcapri OFFLINE  

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Posted Sun Jan 22, 2012 6:47 PM

If you like your flat-shaded polygons the 32x did have some great games. BTW I do.


Shadow Squadron


Virtua Racing


Virtua Fighter


#270 Austin ONLINE  

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Posted Sun Jan 22, 2012 6:53 PM

View Posttwoquickcapri, on Sun Jan 22, 2012 6:47 PM, said:

If you like your flat-shaded polygons the 32x did have some great games. BTW I do.

Likewise! Polygons like that from the early to mid '90s have a certain kind of charm to them. Something else interesting to note, something that I don't think has been done on the Jaguar, was the slight incorporation of flat-polygons into Knuckles Chaotix on the 32X. I don't mean the seperate bonus stages, but portions of the game where polygons are implented into the playfield as well, the main example being elevator you can ride up in one of the normal stages. It's pretty cool when you see it for the first time.

#271 sheath OFFLINE  

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Posted Sun Jan 22, 2012 6:58 PM

I think flat shaded looks better than cell shaded graphics any time. I also think it aged better than early texture mapped "warped sprite" 3D, especially when that included seam tearing and texture warping.

#272 Austin ONLINE  

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Posted Sun Jan 22, 2012 7:06 PM

View Postsheath, on Sun Jan 22, 2012 6:58 PM, said:

I think flat shaded looks better than cell shaded graphics any time. I also think it aged better than early texture mapped "warped sprite" 3D, especially when that included seam tearing and texture warping.

Cell shading is used for effect, generally in games that aim to have a cartoonish look (see: Jet Grind Radio, and I believe portions of Catherine). I wouldn't say it necessarily looks better or worse, but if you are going for a strict cartoon/drawn-out sort of 3D look, then cell shading probably works much better. Then again, I wonder what a completely plain, texture-less polygon game would look like in this day and age. Considering the ridiculously high polygon counts systems are capable of these days, I am curious about how good (or bad) it would look, when used in perhaps an abstract sort of title. Has one been done?

#273 sheath OFFLINE  

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Posted Sun Jan 22, 2012 7:13 PM

There were a ton of PS2 games that I would swear were using mostly untextured character models. HD era stuff focuses too much on bump mapping and lighting to tell, but I don't think I've seen anything that wasn't completely texture mapped.

I can see why cell shading is used, I would just be more happy if the same game used flat shading instead. Virtua Fighter Anniversary in VF4 Evo cell shaded the characters and I hated it.

Edited by sheath, Sun Jan 22, 2012 7:16 PM.


#274 Stephen OFFLINE  

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Posted Sun Jan 22, 2012 8:09 PM

I love flat shaded polys! Gourad looks good too.

#275 sheath OFFLINE  

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Posted Sun Jan 22, 2012 8:43 PM

I always get conflicting info as to what gouraud shading looks like. Some people think it only functions to make the edges of lower polygon objects look rounder, others say that it is just a flexible method for shading or light sourcing. I have even run into a number of people who claimed that gouraud shading was never used for lighting effects.

It doesn't get any easier since game magazines have no clue whatsoever, and tend to define ray tracing in the same way many folks describe gouraud shading.

Either way, I have hardly seen a non-textured polygonal game that had zero shading of any kind, and I know there are various forms of shading that can be used to simulate light sources. Shadow effects are something this generation just didn't seem capable of though.

Edited by sheath, Sun Jan 22, 2012 8:43 PM.





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