Search found 15 matches

by gm_matthew
Thu Feb 22, 2024 10:41 pm
Forum: The Fitting Room
Topic: Star Wars Trilogy - triangle stars?
Replies: 5
Views: 375

Re: Star Wars Trilogy - triangle stars?

Juttar wrote: Thu Feb 22, 2024 4:35 pm But ... triangles? I thought Model 3 was using quads (like Sega Saturn).
Model 3 can use both triangles and quads.
by gm_matthew
Wed Dec 06, 2023 5:11 pm
Forum: The Dark Room
Topic: power edition bug
Replies: 9
Views: 16284

Re: power edition bug

It's not a JTAG issue as the game never performs JTAG writes during a race. More likely there must be some exception to sun clamping being disabled... the lasers are translucent so maybe sun clamping still occurs for translucent polygons? Changing the line: if(sunClamp) { to: if(sunClamp || finalDat...
by gm_matthew
Mon Dec 04, 2023 2:39 pm
Forum: The Dark Room
Topic: New Scud Race PLUS bug
Replies: 4
Views: 11502

Re: New Scud Race PLUS bug

Don't thank me too much, it's my fault this even happened in the first place :lol:
by gm_matthew
Mon Dec 04, 2023 2:49 am
Forum: The Catwalk
Topic: minimum GPU needed for full frame rate?
Replies: 5
Views: 12470

Re: minimum GPU needed for full frame rate?

I'd say even a GTX 1050 should be enough. My GTX 1060 3GB runs games fast enough at 1440x1080 very comfortably.
by gm_matthew
Mon Dec 04, 2023 2:29 am
Forum: The Dark Room
Topic: New Scud Race PLUS bug
Replies: 4
Views: 11502

Re: New Scud Race PLUS bug

Oops... this glitch is happening because I patched the wrong memory location in Games.xml. My bad :oops: Go into Games.xml, find Scud Race Plus (Revision A, scudplus) and change the following: <!-- Prevent "rolling start" scrolling glitch --> <patch region="crom" bits="32&qu...
by gm_matthew
Thu Nov 30, 2023 2:33 pm
Forum: The Dark Room
Topic: Floating point z-buffers and why I'm not adding them to Supermodel (yet)
Replies: 3
Views: 10911

Re: Floating point z-buffers and why I'm not adding them to Supermodel (yet)

It wouldn't improve performance on the GPU side, but it would mean that the code used to calculate the near/far clipping planes wouldn't need to be run. The way it works is that it manually transforms every model that intersects with the left, right, top and bottom clipping planes and checks every p...
by gm_matthew
Wed Nov 29, 2023 11:14 pm
Forum: The Dark Room
Topic: Floating point z-buffers and why I'm not adding them to Supermodel (yet)
Replies: 3
Views: 10911

Floating point z-buffers and why I'm not adding them to Supermodel (yet)

One of the questions regarding the Model 3 is how it figures out which values it should use for the near/far clipping planes, and the simple answer is that it doesn't. The Model 3 uses a 22-bit floating-point reversed z-buffer - 6 bits exponent, 16 bits mantissa - which offers high precision over an...
by gm_matthew
Tue Nov 14, 2023 11:13 pm
Forum: The Dark Room
Topic: S-buffer: how the Model 3 handles anti-aliasing and translucency
Replies: 17
Views: 22681

Re: S-buffer: how the Model 3 handles anti-aliasing and translucency

So how does the AA step work exactly? Like some sort of post processing step? I'm surprised we never noticed this in video captures, but then again compression etc .. and the fact they are from analog sources. Yes, the raw image stored in the frame buffer is basically what the picture would look li...
by gm_matthew
Mon Nov 13, 2023 11:03 pm
Forum: The Fitting Room
Topic: Inputs not working
Replies: 5
Views: 10042

Re: Inputs not working

Is your Games.xml file up to date? It should also be inside the Config folder.
by gm_matthew
Mon Nov 13, 2023 12:34 pm
Forum: The Dark Room
Topic: S-buffer: how the Model 3 handles anti-aliasing and translucency
Replies: 17
Views: 22681

Re: S-buffer: how the Model 3 handles anti-aliasing and translucency

By the way, this patent was filed in 1994 and granted in 1997 and is therefore probably exactly what found its way into the Pro-1000. They describe the polygon rasterization algorithm, including translucency in considerable detail. It's not exactly as you describe it but close: translucency is achi...