Lastest Build WIP r678 Discuss (do not post builds)

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Re: Lastest Build WIP r645 Discuss (do not post builds)

Postby Bart » Sat Sep 02, 2017 10:00 pm

Looks like an alpha blending/z-order artifact to me. Looks like there is a mist texture atop the actual water, and the edges of the droplets cut through the underlying water (a render order issue). Render order is something we don't understand and might never get right due to the fact that the Real3D scene graph processor had some custom and very non-obvious method of traversing the scene database.
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Re: Lastest Build WIP r645 Discuss (do not post builds)

Postby Ian » Sun Sep 03, 2017 10:22 am

This is currently one of the big unsolved problems remaining in the rendering engine. There's 2 issues, one database traversal order. Then ontop of that there is some sort of sorting of the scene going on. I've tried maybe 10 different things to fix it but so far without success.
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Re: Lastest Build WIP r645 Discuss (do not post builds)

Postby Abelardator2 » Sun Sep 03, 2017 12:35 pm

Daytona Usa 2 BOTE crash for my in SVN645
Power Edition runs well....
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Re: Lastest Build WIP r645 Discuss (do not post builds)

Postby Ian » Sun Sep 03, 2017 1:08 pm

Set cpu speed to 100 ( or more ).
Timing is really fubar with that game at 50mhz.
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Re: Lastest Build WIP r645 Discuss (do not post builds)

Postby Abelardator2 » Mon Sep 04, 2017 3:02 am

Ian wrote:Set cpu speed to 100 ( or more ).
Timing is really fubar with that game at 50mhz.


Now works fine, thanks.... :D
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Re: Lastest Build WIP r646 Discuss (do not post builds)

Postby model123 » Mon Sep 04, 2017 8:18 am

Hello

I think that this video is VON 2 of model 3
https://www.youtube.com/watch?v=28k57yzfJGQ&t=

The reason is
Three points below

Overlap of transparency effect has disappeared
Image
https://youtu.be/28k57yzfJGQ?t=1m32s

Specular of chest of robot
Image
https://youtu.be/28k57yzfJGQ

RT + RW attack of the blue effect with the whole screen
Image
https://youtu.be/28k57yzfJGQ?t=44s


It is difficult to judge because it is not direct capture but picture quality is bad
Assuming this video is model 3
The difference with emulation is felt
Three points below

The start of the screen is not too white on the right
Image
https://youtu.be/28k57yzfJGQ?t=19s

Robot's shade is not too dark
Image
https://youtu.be/28k57yzfJGQ

I can not judge it with movies, but it felt when playing with arcade
Smoothness of color change after RT + RW attack
Image
https://youtu.be/28k57yzfJGQ?t=45s


Also here are some Model 3 VON 2 videos
However, the picture quality is even worse than the first movie
https://www.youtube.com/watch?v=B3EuEoblut4
https://www.youtube.com/watch?v=0GxtclCu0Oc
https://www.youtube.com/watch?v=a2wEHak3qFA
https://www.youtube.com/watch?v=jv5m3nhEnOk


Thank you for a wonderful work!
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Re: Lastest Build WIP r646 Discuss (do not post builds)

Postby Bart » Tue Sep 05, 2017 2:54 pm

Thanks! This is interesting. I'll have to leave it to Ian to comment. I've noticed that the introductory "fade from white" is asymmetric and I think it may have been that way even in the legacy engine but never looked into it. This is a difficult game to analyze because of the abstract style of the graphics.
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Re: Lastest Build WIP r646 Discuss (do not post builds)

Postby Ian » Tue Sep 05, 2017 3:58 pm

The shading stuff will be fixed when Bart's finishes the jtag code :)
The other I'm not sure. I'll have a look at it. It could be fog related. In the attract mode in scud fog shows up in supermodel that is totally missing on the real hardware, which is most puzzling. In that particular scene literally every viewport has the same fog value applied. And it clearly changes like they meant for it to be there. My best guess was that was a h/w bug.

The trouble with me testing virtua on, is I suck at it :)

Edit:

Okay had a quick look at this
Image

All the polys are rendered with the same viewport. Difference must be in the poly headers themselves! Will look into it more day after tomorrow :)
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Re: Lastest Build WIP r646 Discuss (do not post builds)

Postby Ian » Wed Sep 06, 2017 3:07 am

Well I think i figured out the issue. It's a straight up bug in our fog implementation

Firstly we are using length(vertex) which would use a square root, which I am pretty sure the original hardware wouldn't have done because it's expensive to calculate without dedicated hw. The other issue with using length is, it's always positive.
For polygons that start behind the camera, they should have negative fog, so when they are clipped, around 0 fog would be zero.

So the values would interpolate from like -1 to +1. And at zero fog would be zero.

But using an always positive square root, we would interpolate from +1 to + 1. Which is just a solid colour. Pretty sure this is the bug, will fix it when I have some time :)
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Re: Lastest Build WIP r650 Discuss (do not post builds)

Postby CCCP1982 » Sun Sep 24, 2017 5:10 pm

:shock:
r655
Added SetOnes() and SetZeros()
———————
r654
Safe guard against shifting empty register.
———————
r653
Hex formatting support extended to 64 bits.
———————
r652
Added ShiftOutLeft() and ShiftOutRight()
———————
r651
Renamed shift in/out functions to add/remove to be less ambiguous about their functionality
SEGA MODEL 3
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