Supermodel running on an Nvidia Jetson Nano dev kit...

Linux geeks and Mac OS hipsters unite! A board for discussion of Supermodel on non-Windows platforms.
Forum rules
Keep it classy!

  • No ROM requests or links.
  • Do not ask to be a play tester.
  • Do not ask about release dates.
  • No drama!

Re: Supermodel running on an Nvidia Jetson Nano dev kit...

Postby cglev » Thu Nov 05, 2020 4:18 pm

Its cool you got it compiled on the Jetson Nano. i was thinking of picking one up to try too. just out of curiosity did you use legacy3d or the new3d.

The -mfpmath=sse is what i also had to remove on the raspberry pi 4, with a couple of other changes. But i had to run the ppc frequency around 40 on Scud Race or i had more issues. Around the tunnel you can get over 40fps in some places. but it would be interesting to see if you can keep above 50 in Sega Rally on the Nano. Ive still been playing about with it on the Pi, but havent uploaded any more videos lately on youtube as i think ive hit the peak at the moment. im just waiting for the GPU drivers to catch up and see if that makes any improvements.

if you get a chance could you try setting the ppc frequency to 75 vsync off and and using legacy3d on Sega Rally i was getting high 40's and am quite curious to see if you could hit the 50 mark.
cglev
 
Posts: 7
Joined: Sat Sep 12, 2020 7:51 am

Re: Supermodel running on an Nvidia Jetson Nano dev kit...

Postby TheOldDragon » Fri Nov 20, 2020 2:55 pm

Totaly FuRy wrote:Thank for the hint, i will take a look at Dolphin's JIT.

In the mean time i will try the Mame's version of Model 3, i saw in the code that it can now run Scud Race.


MAME's Model 3 support is extremely incomplete and non-functional [and slow].
In my experience over the past year*, most Model 3 ROMs don't even start. Scud Race allows you to select a circuit and car**, but then freezes at the race start countdown timer timer [with incomplete gfx output].

[ * On Linux x86-64, I've compiled latest git and all versions from 0.222 to 0.227 with similar results on all versions ]
[** For some reason, even when using the same ROM file, the cars in MAME are always Blue/Orange, not the standard Arcade / Supermodel colours...]
Attachments
MAME-scud-car-select.jpg
MAME-scud-car-select.jpg (117.54 KiB) Viewed 149 times
TheOldDragon
 
Posts: 62
Joined: Sat May 30, 2020 5:39 am

Re: Supermodel running on an Nvidia Jetson Nano dev kit...

Postby Bart » Thu Nov 26, 2020 12:35 am

TheOldDragon wrote:[ * On Linux x86-64, I've compiled latest git and all versions from 0.222 to 0.227 with similar results on all versions ]
[** For some reason, even when using the same ROM file, the cars in MAME are always Blue/Orange, not the standard Arcade / Supermodel colours...]


MAME's emulation is incomplete and hasn't been worked on in a long time. At some point it will catch up (Supermodel is open source after all; no secrets).

Useless technical trivia: The cars all use the McLaren F1 texture map because MAME does not yet emulate a nifty Real3D feature called "texture offset." The select screen displays the high detail car models, used only for the player's car in-game (AI versions of the same cars are lower detail versions). Only one of these models is ever used during the race (presumably because there wasn't enough texture memory and rendering all four high detail versions on-screen may have been prohibitively expensive), so each of the models assumes their texture map is at the same particular location in texture RAM. When the race begins, the correct texture for the selected vehicle is simply loaded at that spot. At the car select screen, rather than swapping out the texture each time you steer to a different car (texture uploads must have been slow on Step 1.x), the game preloads all four texture maps side by side. Without applying a texture offset, only the first texture, which happens to be the McLaren's, would be used. But the Real3D allows an offset to be specified in the scene graph, which the graphics chip then applies to the texture address specified by the model being drawn. This allows a model baked and stored with one texture address to use a different texture at run-time without requiring multiple copies of the model data to be stored. In short: Scud Race's car select screen has four models all looking for the texture at the same location, and a texture offset bundled with the draw command fixes that.

A more obvious use case is to allow different textures to be applied to the same underlying model -- like the classic "palette swap" trick but with texture maps. For example, Sega Rally 2 uses texture offset to place decals with your initials on your car. Each letter is just the same exact quad pointing at the same texture but with a texture offset applied to obtain the correct glyph in texture RAM.
User avatar
Bart
Site Admin
 
Posts: 3086
Joined: Thu Sep 01, 2011 2:13 pm
Location: Reno, Nevada

Re: Supermodel running on an Nvidia Jetson Nano dev kit...

Postby Totaly FuRy » Thu Nov 26, 2020 6:45 am

I confirm what you said about mame emulation, it is buggy and slow, but the Mc Larent texture on the 911 porsche look nice bytheway :twisted:

I had no time to work on Dolphin engine integration yet, but it is on my todo list :)
Totaly FuRy
 
Posts: 4
Joined: Fri Oct 16, 2020 11:44 am

Re: Supermodel running on an Nvidia Jetson Nano dev kit...

Postby TheOldDragon » Sat Nov 28, 2020 11:55 am

Bart wrote:
TheOldDragon wrote:[ * On Linux x86-64, I've compiled latest git and all versions from 0.222 to 0.227 with similar results on all versions ]
[** For some reason, even when using the same ROM file, the cars in MAME are always Blue/Orange, not the standard Arcade / Supermodel colours...]


MAME's emulation is incomplete and hasn't been worked on in a long time. At some point it will catch up (Supermodel is open source after all; no secrets).

Useless technical trivia: ....

Bart, thanks so much for taking the time to post this info. That's a fantastic insight and really interesting.. :D

I really hope the MAME contributors continue to work on their Model 2 [and Model 3] drivers, but there doesn't seem to have been much change on the Model 2 or 3 code in the past few years...
The MAME Model 2 driver is functionally decent on a few games (including fully functional networking, but with some graphical issues)- e.g. Indy 500, Daytona USA - but not good on most,
TheOldDragon
 
Posts: 62
Joined: Sat May 30, 2020 5:39 am

Previous

Return to Alternative Fashion

Who is online

Users browsing this forum: No registered users and 0 guests

cron