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Discussion Starter · #1 ·
Let's face it. The PSX needs polygon enhancements FAR MORE than the N64 does.

Now I tried loading NPatches using DXTweaker...and I got a performance hit, but there were no visible changes. Now...I can't really get DXTweaker to work, so this is little suprise.

However, what about getting N-Patches in PSX Plugins like they're developing with N64 ones?

How about HQ2x textures?
 

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I think that given the PSX 3d pipeline, it's a lot more difficult than on the N64. I'd imagine that npatches would rely on Z data for a start, which the PSX doesn't have. The same reason we can't use Trilinear/Anistropic filtering in PSX emulation.

As for Hi-res textures, Pete's plugins already do have a Super2xSai texture filter
 

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Discussion Starter · #3 ·
Yes, but the HQ 2 and 4x would be nice to have, as well.

Also, I don't think N-Patches don't have to rely on Z-Data specifically, although my technical understanding is limited.
 

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There's a thread on pete's forums regarding hi-res textures subject that might clarify things a bit.
 

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Discussion Starter · #5 ·
How does that clarify?

It says it can be done most easily :p
Really, I find that HQ is sharper and clearer than the old 2x scalers.

Now about my N-Patches...
 

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The model data for PSX graphics are not stored in the same way as thier PC and N64 counterparts, probably mostly due to the lack of the Z-buffer. This is why there is no model extractor for PSX games. Further extrapolation of this train of thought, combined with information derived from a google search on the subject suggests that N-patches require data in a relatively specific format, making N-patches impossible for the PSX in the same way perspective correction and anistropic filtering are.

As for the HQ*X textures thing, why don't you write a shader for it? There's already a Scale2x shader for full screen....
 

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Discussion Starter · #7 ·
AFAIK, the shaders only effect the screen output. I was referring to HQxX for textures.

Pete said the same thing about the PSX model data, but he also said that it doesn't have normals either.

Now from my limited (but somewhat useful!) knowledge of Game Graphics, how is the PSX capable of having models or anything without Z Data, W Data, or Normals?!

In that vein, is a software workaround for n-patches completely unfeasible? The N64 processes geometry strangely as well, and there was still a way to get n-Patches on it with a soft workaround...

Edit: Also, long time no see :p I wonder what the guys back at Qhimm's would think of N-Patches...
 

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>Now from my limited (but somewhat useful!) knowledge of Game Graphics, how is the PSX capable of having models or anything without Z Data, W Data, or Normals?!

Short answer? Because it doesn't do things the same way as PCs do.

I too have a limited understanding of this, but there is one thing for sure: if Pete says the PSX doesn't do/have something, you can be pretty certain he's right.

>Edit: Also, long time no see :p I wonder what the guys back at Qhimm's would think of N-Patches...

Good lord, I haven't posted there in ages, not since my bro took back his copy of FF7. Perhaps I shoud get it back
 

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KojiroTakenashi said:
Now from my limited (but somewhat useful!) knowledge of Game Graphics, how is the PSX capable of having models or anything without Z Data, W Data, or Normals?!
there is no Z data because it presents everything in X and Y. it creates the illusion of 3D, but not actually real 3D ;)
 

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There are some PC games with no Z buffer, such as Mechwarrior 2 ATi 3D Rage Edition and Monster Truck Madness on the lower graphics settings. It is definitely possible to do 3D with no Z buffer but there's some limitations with it that are quite obvious when you see it in motion ;).
 
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