Jump to content



2

Jaguar's polygon pushing "power"


83 replies to this topic

#76 Atari_Owl OFFLINE  

Atari_Owl

    Dragonstomper

  • 954 posts

Posted Thu May 3, 2012 4:26 AM

I heard of that (Voxatron) - it does look interesting.. looks like proper voxels? not just heightmapping like the rest (and i include myself in that)

Am i mistaken or is there another full voxel thing? Some kind of fan project? I cant really remember.

Edited by Atari_Owl, Thu May 3, 2012 4:29 AM.


#77 JagChris ONLINE  

JagChris

    Stargunner

  • 1,594 posts
  • Location:Oregon

Posted Sun May 13, 2012 8:05 PM

Found this referenced from a Tomb Raider on the Jaguar fantasy thead:

http://www.atariage....00#entry1235640


Quote

Actual graphics performance is hard to measure, as there are no industry-
standard benchmarks. Rebellion Software has claimed that the Jaguar can
render "10,000 Gourard shaded, large, 65536 color, any shape polygons per
second," while still performing other tasks. Presumably this level can
be increased further with optimized programming; indeed, some unofficial
calculations speculate that FIGHT FOR LIFE may generate between 20,000 to
40,000 texture-mapped polygons per second.

This seems kinda high. I think they were smoking something.

Edited by JagChris, Sun May 13, 2012 8:23 PM.


#78 CyranoJ OFFLINE  

CyranoJ

    Dragonstomper

  • 766 posts
  • RAPTOR in LOCAL
  • Location:Adelaide, SA

Posted Sun May 13, 2012 8:34 PM

Plus 'Fight For Life' looks and plays like utter shit, so hardly a good benchmark.

Anyway, lots of polys won't give you a great game if the underlying game is crap to start with. For example, I'd rather play Virtua Racing than Ridge Racer 17 because it's more FUN.

EDIT:

Plus 20,000 polys/sec is only ~333 polys/frame at 60hz... Fart inflated beachball, anyone?

#79 JagChris ONLINE  

JagChris

    Stargunner

  • 1,594 posts
  • Location:Oregon

Posted Sun May 13, 2012 8:56 PM

View PostCyranoJ, on Sun May 13, 2012 8:34 PM, said:

Plus 'Fight For Life' looks and plays like utter shit, so hardly a good benchmark.

Anyway, lots of polys won't give you a great game if the underlying game is crap to start with. For example, I'd rather play Virtua Racing than Ridge Racer 17 because it's more FUN.

Agreed, but fun factor aside, the topic is the Jags poly pushing power.

#80 CyranoJ OFFLINE  

CyranoJ

    Dragonstomper

  • 766 posts
  • RAPTOR in LOCAL
  • Location:Adelaide, SA

Posted Sun May 13, 2012 9:15 PM

View PostJagChris, on Sun May 13, 2012 8:56 PM, said:

Agreed, but fun factor aside, the topic is the Jags poly pushing power.

Then why were you talking about voxels for the last 2 pages? ;-)

#81 JagChris ONLINE  

JagChris

    Stargunner

  • 1,594 posts
  • Location:Oregon

Posted Sun May 13, 2012 9:18 PM

View PostCyranoJ, on Sun May 13, 2012 9:15 PM, said:

View PostJagChris, on Sun May 13, 2012 8:56 PM, said:

Agreed, but fun factor aside, the topic is the Jags poly pushing power.

Then why were you talking about voxels for the last 2 pages? ;-)

Coercion. :)

#82 fernando marrin OFFLINE  

fernando marrin

    Chopper Commander

  • 241 posts

Posted Mon May 21, 2012 5:08 PM

i really enjoy my Jag,
and always wondered if it was more powerful on 3D than 32x
polygon games look quite similar on both systems

#83 Chilly Willy OFFLINE  

Chilly Willy

    Moonsweeper

  • 316 posts
  • Location:The Land of Enchantment

Posted Mon May 21, 2012 6:36 PM

View Postfernando marrin, on Mon May 21, 2012 5:08 PM, said:

i really enjoy my Jag,
and always wondered if it was more powerful on 3D than 32x
polygon games look quite similar on both systems

Neither one lasted long enough to get a REAL look at how good they could do 3D. The 32X barely got one generation of games, and everyone knows that first gen games rarely push the console. They weren't even using the DMA for the sound on the 32X before it got canceled! If you've seen my Yeti3D demo for the 32X, you start to get an idea of what they could have done, and even that is just a taste.

What the 32X had going for it: good compilers, separate frame buffers, and the 68000 could run in the Genesis work ram without stealing bus cycles from the RISC chips.
What it had going against it: 16 bit buses really limited the bandwidth, no hardware for the video beyond a simple line fill, and little ram.

What the Jaguar had going for it: a hardware blitter that also handled 3D, and a lot more ram.
What it had going against it: bugs that needed to be worked around, lack of a good compiler for the RISC, and a shared bus. At least that bus was wide and fast!

#84 VladR ONLINE  

VladR

    Combat Commando

  • 1 posts

Posted Today, 1:20 PM

I read the whole thread and still have only a very vague idea about the jag`s poly throughput.

If Fight For life pushes roughly 30.000 tris/sec, that means it`s just 1000 tris per frame in 30 fps (or 500 tris in 60 fps).

And it has been said that even this is questionable.

As a PC/Xbox game programmer, growing up with Atari, who would like to give a Jag try (I got several shitloads of art assets and C++ code/engine), I`d appreciate if I got some more precise answer - e.g. does 30k textured tris per second (under normal game load - e.g. AI/Audio/Input) sound about right ?

Depending on game / camera, 30 fps might be more than enough. Hell, a top-down action RPG is usually playable even in 15 fps.
And that would give me 2,000 tris per frame, which might be enough for a relatively decent-looking scene.


So, 30k textured tris/second - as a ballpark figure - is it representative of an easily achievable performance on Jag ?




0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users