model3man wrote:Pardon my naivety, but wouldn't Model3/Real3d lend itself much more well to VR than porting many other consoles/games, simply because the entire scenegraph is uploaded into the chipset?
With minimal rejection preprocessing we can hopefully retain geometry and be able to render much more scenery instead of what's just in the normal 4:3 viewport.
Edit: I see at least Virtua Striker has done some viewport culling. Is this being done by the game on the PPC, or is it an artifact of how Supermodel renders the default area?
You are absolutely correct. This is what makes wide-screen work so well in Supermodel. We actually expand the view frustum. But games *do* perform some of their own CPU-side culling. Frequently, this is restricted to large chunks of the map, as in racing games. Nik's debugger GUI (which I have a binary built against a very old version of Supermodel but not the source code to) allows you to render the scene from a second camera in real time that you control. If you zoom out, you can see the racing games load in chunks of the track based on car position and camera angle. Some games perform more aggressive culling. This is probably the case with VS2. During the opening sequence of dayto2pe, the driver escaping the burning car stops animating just beyond the boundaries of the 4:3 viewport (you can see him freeze in wide screen mode at the very edge of the screen). I seem to recall that AI cars are culled pretty aggressively, too.