[HN Gopher] Sega Saturn Architecture - A practical analysis (2021)
       ___________________________________________________________________
        
       Sega Saturn Architecture - A practical analysis (2021)
        
       Author : StefanBatory
       Score  : 265 points
       Date   : 2024-03-26 09:51 UTC (13 hours ago)
        
 (HTM) web link (www.copetti.org)
 (TXT) w3m dump (www.copetti.org)
        
       | tosh wrote:
       | The Sega Saturn had quite a few gems (e.g. Panzer Dragoon Saga,
       | Shining Force III, Burning Rangers, Dragon Force I & II, ...)
       | that were never ported or re-made afaiu.
       | 
       | edit: oh, and of course Saturn Bomberman
        
         | thevagrant wrote:
         | Panzer Dragoon made it to 1st gen Xbox iirc.
         | 
         | Saturn and following on, the Dreamcast were quite good and
         | deserved more success.
        
           | SuperNinKenDo wrote:
           | Panzer Dragoon Orta did, along with (I believe emulated) copy
           | of the original Panzer Dragoon embedded inside, but not Saga.
        
           | dagw wrote:
           | Sega created a Panzer Dragoon game for the Xbox (great game),
           | but the original Panzer Dragoon games never got ported as far
           | as I know
        
             | fredoralive wrote:
             | The first game had a PC port, which was later included as a
             | bonus in Panzer Dragoon Orta.
        
             | bdw5204 wrote:
             | The original Panzer Dragoon games were remade for modern
             | consoles a few years ago. Saga still hasn't been ported
             | though.
        
             | Grazester wrote:
             | When you unlock Pandora's box in Orta you can play the
             | original game...the PC port version that is
        
               | hnlmorg wrote:
               | That's not PD Saga though
               | 
               | Saga was a totally different game to the 2 rail shooters
               | that preceded it
        
               | Grazester wrote:
               | Oh I know it wasn't Saga. I own every Panzer Dragoon
               | game(but not the remake of the original that came out on
               | the Switch and Playstation 4 however).
        
           | nolok wrote:
           | The Dreamcast was great, but while the Saturn had some great
           | game the console itself was really not "quite good" beside as
           | a tech curiosity. It suffered greatly from being two consoles
           | smashed in one.
        
           | boudin wrote:
           | I don't think it was the case for Panzer Dragoon Saga (the
           | RPG) https://en.wikipedia.org/wiki/Panzer_Dragoon_Saga
        
           | tetraca wrote:
           | Panzer Dragoon (the rail shooter) might have but not Panzer
           | Dragoon Saga (the RPG). That was never re-released and the
           | source code was lost.
        
         | SuperNinKenDo wrote:
         | I assume the complexity of the platform contributed to games
         | being rarely ported off of it. In fact, the only games I know
         | to exist on it and other platforms, are ports to the Saturn,
         | never the other way around, although maybe someone can correct
         | me.
         | 
         | From what I understand, emulating the platform is still tricky
         | to this day, although there have been some significant advances
         | in the last 10 years.
        
           | tosh wrote:
           | Also, if I remember correctly the source code for Panzer
           | Dragoon Saga apparently got lost.
           | 
           | Re ports from Saturn to other systems: I think Grandia and
           | Lunar Silver Star Story were initially developed for the
           | Saturn and later ported to the Playstation.
           | 
           | https://en.wikipedia.org/wiki/Grandia_(video_game)
           | 
           | https://en.wikipedia.org/wiki/Lunar:_Silver_Star_Story_Compl.
           | ..
        
           | fredoralive wrote:
           | NiGHTS into Dreams was ported to PlayStation 2, and thence
           | onto PC, PS3 and Xbox 360.
           | 
           | Technically Tomb Raider was out on Saturn in Europe a few
           | weeks before PlayStation and PC, but that's really being
           | silly.
           | 
           | Edit: Forgot I'd already mentioned Panzer Dragoon for PC
           | elsewhere, but there was Sonic R for PC as well, as with
           | Panzer Dragoon, later ports of Sonic R are based on the PC
           | version AFAIK.
        
           | Tanoc wrote:
           | There was a port of Castlevania: Symphony Of The Night made
           | just for the Saturn that never left Japan that included new
           | areas, new items, and a Maria mode. So far as I know nobody's
           | been able to merge the PlayStation or PS Classics version
           | with the content unique to the Saturn version because they're
           | too disparate. There's a few SNK games with content unique to
           | the Saturn like that as well, like Ragnagard and World Heroes
           | Perfect that people want ports of. Or at least the unique
           | content merged into re-releases.
        
           | zilti wrote:
           | Tomb Raider was ported off the Saturn to other platforms
        
             | Narishma wrote:
             | I'm pretty sure it was developed as a multi-platform game
             | from the start. It only released on the Saturn a couple of
             | weeks earlier than the PC and PS1.
        
           | JohnBooty wrote:
           | Yeah. I think the fact that the Saturn rendered quads instead
           | of triangles made ports really challenging as well.
           | 
           | Plus, the Saturn just wasn't that successful. Games like
           | Panzer Dragoon Saga are legendary but only within niche
           | circles.
        
         | flykespice wrote:
         | Don't forget Virtual Hydlide, if you ignore the absymal
         | framerate
        
       | cubefox wrote:
       | This might be the most complex hardware architecture of a home
       | console ever.
        
         | pjmlp wrote:
         | Dreamcast and PS 3 are also quite close in complexity.
        
           | msk-lywenn wrote:
           | I think you mean PS2 and PS3. Dreamcast was rather easy. One
           | might even say, a dream to program for.
        
             | masklinn wrote:
             | PS2 was the tail end of the bespoke hardware, and Sony gave
             | their chips very marketing names, but I don't remember the
             | hardware being especially strange. The SDK being ass would
             | be a different issue.
        
               | msk-lywenn wrote:
               | Well the two vector coprocessors (vu0, vu1) each talking
               | to a different processor (cpu or "gpu") was quite weird,
               | imho.
        
               | mairusu wrote:
               | The PS2 was infamous to develop for. Most of the
               | bottleneck came from the vector units. Most middleware
               | eventually made working around the strange hardware much
               | easier.
               | 
               | When asked if they were weary about developing on PS2,
               | due to its reputation of it being tough to code for, Sega
               | devs famously laughed and replied that they already
               | mastered the Saturn - how much harder could it get?
        
             | SunlitCat wrote:
             | I wonder how many games utilized Windows CE (which was a
             | thing for it) on the Dreamcast.
        
               | Grazester wrote:
               | Not a whole lot. If you wanted to extract the full power
               | of the system then you needed the native SDK. Sega Rally
               | 2 was ported using CE and it has frame rate issues it
               | really shouldn't have an this is attributed to CE
        
               | ac2u wrote:
               | I guess they had a porting job to do since the arcade
               | hardware Sega Rally ran on wasn't Naomi(which was
               | basically a souped up Dreamcast), and they figured if
               | they used WindowsCE then they could use DirectX and get a
               | PC port out of the same efforts.
               | 
               | But yeah, for a flagship title they should have went for
               | a port with the official SDK.
        
               | Grazester wrote:
               | Naomi games ported over to the Dreamcast just fine. It
               | was essentially a Dreamcast with more memory if I'm not
               | mistaken. Sega Rally 2 used the Model 2 board.
        
               | tuna74 wrote:
               | Sega Rally 1 used Model 2, Sega Rally 2 used Model 3.
        
               | mairusu wrote:
               | The goal was to prove to third-party developers that it
               | was trivial to port an existing Windows game to
               | Dreamcast. It was sort of a tech demo for the industry.
               | 
               | The end result though was... demonstrating the Windows CE
               | overhead.
        
           | p_l wrote:
           | Not having developed for them, PS2 seemed the hardest of the
           | latter generations, with PS3 having issues but at least not
           | being designed with hand-written assembly in mind.
        
           | geon wrote:
           | The ps3 cell processor with the 8 "synergistic processing
           | element" co-processors was definitely weird.
           | 
           | https://en.wikipedia.org/wiki/Cell_(processor)
        
             | masklinn wrote:
             | The ps3 was incredible, not so much in what it could do as
             | in what IBM managed to make Sony pay for.
        
               | kernal wrote:
               | IBM also made Microsoft pay for the Xenon in the Xbox
               | 360.
        
               | breadmaster wrote:
               | And they had Nintendo paying 'em in that generation (and
               | the one before) too.
        
               | masklinn wrote:
               | Xenon is a pretty standard SMP design, having 3 cores is
               | basically the height of its oddity. It was a fine early-
               | multicore CPU for consoles.
               | 
               | The Cell was very much not that, the SPEs were
               | unnecessarily difficult to use for a console and
               | ultimately a dead end though they made for great
               | supercomputing elements before GPGPU really took off
               | (some people built supercomputers out of PS3s clusters as
               | that was literally the cheapest way to get cells).
               | 
               | The Cell supposedly cost 400 millions to develop, a cost
               | largely borne by Sony. MS got IBM to retune the PPE for
               | Xenon, but they'd likely have made do with an other IBM
               | core as their base had that not existed.
        
               | kernal wrote:
               | This claim that the SPEs were difficult to use and
               | maximize may have been true in the early years, but all
               | of the major engines were optimized to quickly abstract
               | them. Naughty Dog, a key contributor to the PS3 graphics
               | libraries had optimized them so much that porting PS3
               | games to the PS4 was "hell" in their words.
               | 
               | >I wish we had a button that was like 'Turn On PS4 Mode',
               | but no," Druckmann said. "We expected it to be hell, and
               | it was hell. Just getting an image onscreen, even an
               | inferior one with the shadows broken, lighting broken and
               | with it crashing every 30 seconds...that took a long
               | time. These engineers are some of the best in the
               | industry' and they optimized the game so much for the
               | PS3's SPUs specifically. It was optimized on a binary
               | level, but after shifting those things over, you have to
               | go back to the high level, make sure the systems are
               | intact, and optimize it again. "I can't describe how
               | difficult a task that is. And once it's running well,
               | you're running the [versions] side by side to make sure
               | you didn't screw something up in the process, like
               | physics being slightly off, which throws the game off, or
               | lighting being shifted and all of a sudden it's a
               | drastically different look. That's not improved any more;
               | that's different. We want to stay faithful while being
               | better."
        
             | tapoxi wrote:
             | "The Race for a New Game Machine" is an interesting book on
             | the development of Cell, if the author comes off a little
             | annoying at times. It was a neat idea to offload certain
             | operations to the SPEs (glorified vector processors) but
             | they all had their own RAM and communicated via a bus, so
             | you really needed to optimize for it.
        
             | brezelgoring wrote:
             | TIL the PlayStation 3 is used (on a grid/cluster of 16) as
             | a viable alternative to Supercomputers by Physics
             | researchers, this grid calculates how black holes collapse
             | (!). I assume this is a cost-cutting measure by the
             | researchers, and it makes me think how much more expensive
             | a 'supercomputer' is and why, if it can be suitably
             | replaced by the console with no games.
        
               | xcv123 wrote:
               | That continued with researchers using cheap gaming GPUs
               | for simulations. Today a single Nvidia 4090 GPU exceeds
               | the performance of that PS3 cluster.
        
               | 01HNNWZ0MV43FF wrote:
               | I think they may have done that because Sony used the PS3
               | as a loss leader?
        
         | masklinn wrote:
         | The Jaguar was pretty out there.
         | 
         | The thing had two custom RISC chips which could be used as CPU
         | (one with additional GPU capabilities and the other with DSP)
         | _plus_ a 68000 devs were not supposed to use.
        
           | MBCook wrote:
           | Plus the custom chips were buggy!
        
             | JohnBooty wrote:
             | I always wonder what the Jaguar would have been like if not
             | crippled by buggy hardware. Probably still a failure but I
             | bet the games would have ran better.
             | 
             | You know what's also funny? I've never heard anybody
             | complaining about the Saturn being buggy.
             | 
             | It's legendarily _hard_ to code for, but seems like it was
             | at least pretty solid.
             | 
             | Even the Genesis was sort of "buggy." I think there was one
             | particular design choice that crippled digital sound
             | playback. Also the shadow/highlight functionality is kind
             | of weird, not sure if "buggy" is the right word, but weird.
        
               | alexisread wrote:
               | The best thing Atari could have done was release it at
               | launch with the CD, that would have made it much cheaper
               | for devs to launch a game - ROM order pricing would kill
               | many devs. Bundling an SDK would have helped massively as
               | well.
               | 
               | There are lots of quirks with the hardware which point to
               | Atari interfering with the development - the 68K was
               | never supposed to be there (and an 020 would have
               | uncrippled the bus by allowing it to run at full speed,
               | see the arcade board), not using the dual RAM buses,
               | having an object processor (Flare majored on DSP and
               | Blitter, the object processor looks like a
               | 5200/7800/Amiga/Panther throwback mandated by Atari)
               | necessitated having a 2-chip solution where 1-chip would
               | have been faster to develop and better.
               | 
               | Having said that, the Jag VR looked amazing for the time.
        
       | glimshe wrote:
       | The Sega Saturn had a pretty complicated hardware architecture. I
       | can understand that scaling out the game "work" into multiple
       | CPUs and dedicated processors makes sense from a cost-benefit
       | perspective, but I'm sure this contributed to the Saturn's
       | relatively poor sales.
       | 
       | Many people said that ultimately it was hard for companies to
       | justify the investment in learning it all to make games that
       | fully utilize the hardware. Somehow this reminds me of Sid
       | Meier's saying that the player must have fun, not the game
       | developer - and in this case, perhaps the hardware designers were
       | having too much fun!
        
         | ZaoLahma wrote:
         | Growing up in the 90s, it was bizarre to witness the downfall
         | of Sega. Here the Mega Drive (Genesis) was almost as successful
         | as the SNES. Everyone either had a Mega Drive or played it
         | regularly with friends. It was a very popular piece of
         | hardware.
         | 
         | Then the generation after everyone had a Playstation, and I
         | knew of only one kid who ended up with the Saturn. It's so
         | strange considering that the Saturn was released several months
         | ahead of the Playstation here.
         | 
         | I dont't know if it was due to the Saturn being seen as the
         | inferior option at the time, pricing, availability or some
         | other factor, but the Playstation absolutely killed it. After
         | that Sega was gone.
        
           | Solvency wrote:
           | i'm 38 and grew up with this lineage:
           | 
           | NES, Genesis, PSX/N64, PS2/XBOX, PS3/XBOX360, XboxOne.
           | 
           | I was fanatic about Genesis because of the big title games
           | like Mortal Kombat, Sonic, etc.
           | 
           | I VORACIOUSLY read gaming mags and the hype around the PSX
           | was massive. It utterly dwarfed Sega. And seeing the first
           | image of Cloud starting up at the Shinra tower captivated me.
           | The games they were touting were just incredible looking.
           | 
           | I was just a kid and marketing won me over.
        
             | MBCook wrote:
             | Sega's colossal screwup of the launch with a high price,
             | pissing off huge retailers, and then months of no games was
             | a total disaster.
        
               | giantrobot wrote:
               | > pissing off huge retailers
               | 
               | In the US Sega provided early release units to several
               | retailers but notably skipped Best Buy, Walmart, and KB
               | Toys. KB Toys was so mad they didn't carry Saturn stuff
               | at all from that point.
               | 
               | At the time KB Toys was a pretty major retailer for video
               | games, they'd have a presence in malls where a Babbages,
               | EB, or Software Etc (retailers that got early release
               | Saturns) wouldn't be found.
               | 
               | Sega's early release of the Saturn was one of the dumbest
               | own-goals in video games. The Saturn was already going to
               | have a serious struggle against the PlayStation for other
               | reasons, fucking over retailers did absolutely nothing to
               | help Sega.
        
             | ajmurmann wrote:
             | This! I grew up in Europe around the same time. Me and my
             | small friend group hyped ourselves up for the Saturn. We
             | were frustrated how Sega dropped the ball on marketing.
             | Initially there were a few bad ads showing the mediocre
             | Daytona USA and then nothing. Meanwhile Playstation ads
             | were everywhere and were very well done.
             | 
             | As always bad console sales resulted in a vicious cycle of
             | fewer attention from 3rd-party devs resulting in even fewer
             | console sales.
        
           | jandrese wrote:
           | Sony rushing to release the Saturn before the PSX was a
           | mistake IMHO. Not only did it beat Sony to market, it beat
           | its own games to market. But mostly it just cost too much,
           | especially compared to the PSX.
        
           | wk_end wrote:
           | It wasn't just the Saturn (though issues surrounding its
           | release definitely didn't help) - Sega already looked kind of
           | like bunglers after neither the Sega CD nor 32X really caught
           | on.
        
           | JohnBooty wrote:
           | I think the missing link in tale is the failure of the SegaCD
           | and 32X, which really poisoned Sega's core fans in the years
           | before the Saturn.
           | 
           | A lot of diehards (like me) felt really burned by those
           | failures.
        
           | Keyframe wrote:
           | I remember people at first buying playstation since they
           | could buy cheap pirated games with the swap trick and all
        
           | fengb wrote:
           | In retrospect, it makes a lot of sense. Genesis was huge in
           | NA/Europe, but it was considered somewhat of a failure in
           | Japan.
           | 
           | Sega has always floundered with its home consoles -- they
           | released 3 competitors to the NES after all. Genesis ended up
           | being more of a one-trick pony than any indication of
           | longterm success.
        
             | Narishma wrote:
             | > In retrospect, it makes a lot of sense. Genesis was huge
             | in NA/Europe, but it was considered somewhat of a failure
             | in Japan.
             | 
             | Ironically, it went the opposite way for the Saturn. It was
             | pretty successful in Japan (slightly ahead of the N64) but
             | a complete failure elsewhere.
        
         | masklinn wrote:
         | > I can understand that scaling out the game "work" into
         | multiple CPUs and dedicated processors makes sense from a cost-
         | benefit perspective
         | 
         | IIRC it was not that, the Saturn was the most expensive to
         | manufacture of the big three, and the need to price match the
         | PS made it a financial disaster for Sega.
        
       | nolok wrote:
       | The article describe it as if the design was surprising with how
       | many chips there were etc, but it's important to understand the
       | context : complete lack of synergy and "fight for dominance"
       | between the Japan and USA team, SEGA JP was making a 2D console,
       | SEGA US was making a 3D console, the JP team was about to win
       | that fight and then the PSX appeared so they, essentially, merged
       | the two together.
       | 
       | You end up with a 2D console with parts and bits of an unfinished
       | 3D console inside it. It makes no sense.
       | 
       | For a tech enthousiast and someone who loves reading dev
       | postmortem, it's glorious. For someone who likes a clean design,
       | it's irksome to no ends. For mass gamers of that era, where the
       | big thing was "arcade in your living room" it's a disapointement,
       | and SEGA not knowing which side to focus on didn't help at all.
       | 
       | The wikipedia article has a lot more details [1]
       | 
       | [1] https://en.wikipedia.org/wiki/Sega_Saturn
        
         | flipacholas wrote:
         | If you check the other articles about the PlayStation [1] and
         | the Nintendo 64 [2], you'll see that the design of a 3D-capable
         | console in the 90s was a significant challenge for every
         | company. Thus, each one proposed a different solution (with
         | different pros and cons), yet all very interesting to analyse
         | and compare. That's the reason this article was written.
         | 
         | [1] https://www.copetti.org/writings/consoles/playstation/
         | 
         | [2] https://www.copetti.org/writings/consoles/nintendo-64/
        
           | nolok wrote:
           | Oh I was not criticizing the article per se, my apologies if
           | it came out as such, I just thought this piece of information
           | was important to understand why they ended up with such a
           | random mash of chips.
        
             | flipacholas wrote:
             | Ah no worries! From my side I was only trying to explain
             | more about the origins of the article, since I see it often
             | mentioned/speculated in many forums.
             | 
             | By the way, I'm always open to criticism !
             | (https://github.com/flipacholas/Architecture-of-
             | consoles/issu...)
        
               | polpo wrote:
               | Thanks for the link - just opened an issue concerning the
               | font weight and text color on the site.
        
           | christkv wrote:
           | I do wonder what would have happened if the N64 had included
           | a much bigger texture cache. It seemed the tiny size was it
           | biggest con.
        
             | rightbyte wrote:
             | Wasn't the thing you put in the slot infront of the cart a
             | ram extension slot?
             | 
             | I think you can play Rogue Squadron with and without if you
             | want to compare.
             | 
             | Or do youe mean some lower cache level?
        
               | skhr0680 wrote:
               | that pack added 4MB extra RAM, OOT and Majora's Mask are
               | like night and day thanks to it.
               | 
               | The N64 had mere kilobytes of texture cache, AFAIK the
               | solution was to stream textures, but it took awhile for
               | developers to figure that out
        
             | mrguyorama wrote:
             | The other big problem with the N64 was that the RAM had
             | such high latency that it completely undid any benefit from
             | the supposedly higher bandwidth that RDRAM had and the
             | console was constantly memory starved.
             | 
             | The RDP could rasterize hundreds of thousands of triangles
             | a second but as soon as you put any texture or shading on
             | them, the memory accesses slowed you right down. UMA plus
             | high latency memory was the wrong move.
             | 
             | In fact, in many situations you can "de-optimize" the
             | rendering to draw and redraw more, as long as it uses less
             | memory bandwidth, and end up with a higher FPS in your
             | game.
        
               | mips_r4300i wrote:
               | That's mostly correct. It is as you say, except that
               | shading and texturing come for free. You may be thinking
               | of Playstation where you do indeed get decreased fillrate
               | when texturing is on.
               | 
               | Now, if you enable 2cycle mode, the pipeline will recycle
               | the pixel value back into the pipeline for a second
               | stage, which is used for 2 texture lookups per pixel and
               | some other blending options. Otherwise, the RDP is always
               | outputting 1 pixel per clock at 62.5 mhz. (Though it will
               | be frequently interrupted because of ram contention)
               | There are faster drawing modes but they are for drawing
               | rectangles, not triangles. It's been a long time since
               | I've done benchmarks on the pipeline though.
               | 
               | You're exactly right that the UMA plus high latency
               | murders it. It really does. Enable zbuffer? Now the poor
               | RDP is thrashing read modify writes and you only get 8
               | pixel chunks at a time. Span caching is minimal. Simply
               | using zbuf will torpedo your effective full rate by 20 to
               | 40 percent. That's why stuff I wrote for it avoided using
               | the zbuffer whenever possible.
               | 
               | The other bandwidth hog was enable anti aliasing. AA
               | processing happened in 2 places: first in the triangle
               | drawing pipeline, for inside polygon edges. Secondly, in
               | the VI when the framebuffer gets displayed, it will apply
               | smoothing to the exterior polygon edges based on coverage
               | information stored in the pixels extra bits.
               | 
               | On average, you get a roughly 15 to 20 percent fillrate
               | boost by turning both those off. If you run only at
               | lowres, it's a bit less since more of your tender time is
               | occupied by triangle setup.
        
               | mrguyorama wrote:
               | I was misremembering about instances involving the
               | zbuffer and significant overdraw as demonstrated by Kaze
               | https://www.youtube.com/watch?v=GC_jLsxZ7nw
               | 
               | Another example from that video was changing a trig
               | function from a lookup table to an evaluated
               | approximation improved performance because it uses less
               | memory bandwidth.
               | 
               | Was the zbuffer in main memory? Ooof
               | 
               | What's interesting to me is that even Kaze's optimized
               | stuff is around 8k triangles per frame at 30fps. The
               | "accurate" microcode Nintendo shipped claimed about 100k
               | triangles per second. Was that ever achieved, even in a
               | tech demo?
        
               | 01HNNWZ0MV43FF wrote:
               | So Kaze is hitting 240k tris/second right?
        
               | christkv wrote:
               | Did you see the video of the guy who super optimized
               | Mario 64 to run at 60 fps
               | https://youtu.be/t_rzYnXEQlE?si=MpucGm0r_5KN-Nc_
        
           | Grazester wrote:
           | This should have been no struggle for Sega. They basically
           | invented the modern 3D game and dominated in the arcade with
           | very advanced 3D games at the time. Did they not leverage Yu
           | Suzuki and the AM division when creating the Saturn? Then
           | again rumor has it they were still stuck on 2D for the home
           | market and then saw the PlayStation specs and freaked and
           | ordered 2 of everything in the Saturn.
        
             | VyseofArcadia wrote:
             | In interviews IIRC ex-Sega staff has stated that they
             | thought they had one more console generation before a
             | 3D-first console was viable to the home market. Sure, they
             | could do it right then and there, but it would be kind of
             | janky. Consumers would rather have solid arcade-quality 2D
             | games than glitchy home ports of 3D ones. Then Sony decided
             | that the wow factor was worth kind of janky graphics
             | (affine texture mapping, egregious pop-in, only 16-bit
             | color, aliasing out the wazoo, etc.) and the rest is
             | history.
             | 
             | Nintendo managed largely not-janky graphics with the N64,
             | but it did come out 2-3 years after the Saturn and
             | Playstation.
        
               | jandrese wrote:
               | "Not janky" is a weird way of describing the N64's
               | graphics. Sure Mario looked good, but have you seen most
               | other games on that platform?
        
               | paulryanrogers wrote:
               | Well it had a proper Z buffer so textures didn't wiggle.
               | Now the fog, draw distance, and texture resolution
               | combined with blurring were terrible.
               | 
               | It was basically the haze console.
        
               | 01HNNWZ0MV43FF wrote:
               | Hope it's okay that I just reply to everyone
               | 
               | Wiggling is down to lack of precision and lack of
               | subpixel rendering, unrelated to Z buffering. Z buffers
               | are for hidden surface removal, if you see wiggling on a
               | single triangle floating in a void, it's not a Z buffer
               | problem.
               | 
               | When you see models clipping through themselves because
               | the triangles can't hide each other, that's the lack of Z
               | buffer.
        
               | paulryanrogers wrote:
               | Thanks for clarifying. I knew I was getting something
               | wrong, but can never remember all the details. IIRC PS1
               | also suffered from render order issues that required some
               | workarounds, problems the N64 and later consoles didn't
               | have.
        
               | JohnBooty wrote:
               | Yeah. I'm not what one would call a graphics snob, but I
               | found the N64 essentially unplayable even at the time of
               | its release. With few exceptions, nearly every game
               | looked like a pile of blurry triangles running at 15fps.
        
               | jordemort wrote:
               | I always felt like N64 games were doing way too much to
               | look good on the crappy CRTs they were usually hooked up
               | to. The other consoles of the era may have had more
               | primitive GPUs, but for the time I think worse may have
               | actually been better, because developers on other
               | platforms were limited by the hardware in how illegible
               | they could make their games. Pixel artists of the time
               | had learned to lean into and exploit the deficiencies of
               | CRTs, but the same tricks can't really be applied when
               | your texture is going to be scaled and distorted by some
               | arbitrary amount before making it to the screen.
        
               | VyseofArcadia wrote:
               | It will always be easy to make 3D games that look bad,
               | but on the N64 games tend to look more stable than PS1 or
               | Saturn games. Less polygon jittering[0], aliasing isn't
               | as bad, no texture warping, higher polygon counts
               | overall, etc.
               | 
               | If you took the same animated scene and rendered it on
               | the PS1 and the N64 side by side, the N64 would look
               | better hands down just because it has an FPU and
               | perspective texture mapping.
               | 
               | [0] Polygon jittering caused by the PS1 only being
               | capable of integer math, so there is no subpixel
               | rendering and vertices effectively snap to a grid.
        
               | 01HNNWZ0MV43FF wrote:
               | You can do subpixel rendering with fixed-point math https
               | ://www.copetti.org/writings/consoles/playstation/#tab-5..
               | .
               | 
               | I thought the problem was that it only had 12 or 16-bit
               | precision for vertex coords, which is not enough no
               | matter whether you encode it as fixed-point or floating-
               | point. Floats aren't magic.
        
               | mrguyorama wrote:
               | Compare it to the Playstation, which could not manage
               | proper texture projection and also had such poor
               | precision in rasterization that you could watch polygons
               | shimmer as you moved around.
               | 
               | The N64 in comparison had an accurate and essentially
               | modern (well, "modern" before shaders) graphics pipeline.
               | The deficiencies in it's graphics were not nearly enough
               | graphics specific RAM (you only had 4kb total as a
               | texture cache, half that if you were using some features!
               | Though crazy people figured out you could swap in more
               | graphics from the CARTRIDGE if you were careful) and a
               | god awful bilinear filtering on all output.
        
               | 01HNNWZ0MV43FF wrote:
               | Fun trivia for readers, it isn't even normal 4-tap
               | bilinear filtering, it's 3-tap, resulting in a
               | characteristic triangular blurring that some N64
               | emulators recreate and some don't. (A PC GPU won't do
               | this without special shaders)
               | 
               | https://filthypants.blogspot.com/2014/12/n64-3-point-
               | texture...
        
               | cubefox wrote:
               | > well, "modern" before shaders
               | 
               | Interestingly, the N64 actually had some sort of
               | precursor in form of the RSP "microcode". Unfortunately
               | there was initially no documentation, so most developers
               | just used the code provided by Nintendo, which wasn't
               | very optimized and didn't include advanced features. Only
               | in the last years did homebrew people really push the
               | limits here with "F3DEX3".
               | 
               | > and a god awful bilinear filtering on all output.
               | 
               | I think that's a frequent misconception. The texture
               | filtering was fine, it arguably looks significantly worse
               | when you disable it in an emulator or a recompilation
               | project. The only problem was the small texture cache.
               | The filtering had nothing to do with it. Hardware
               | accelerated PC games at the time also supported texture
               | filtering, but I don't think anyone considered disabling
               | it, as it was an obvious improvement.
               | 
               | But aside from its small texture cache, the N64 also had
               | a different problem related to its main memory bus. This
               | was apparently a major bottleneck for most games, and it
               | wasn't easy to debug at the time, so many games were not
               | properly optimized to avoid the issue, and wasted a large
               | part of the frame time with waiting for the memory bus.
               | There is a way to debug it on a modern microcode though.
               | This video goes into more detail toward the end:
               | https://youtube.com/watch?v=SHXf8DoitGc
        
               | nebula8804 wrote:
               | Janky is literally the PSX's style due to its lack of
               | floating point capability
               | 
               | [0]:https://youtu.be/x8TO-nrUtSI?t=222
        
               | 01HNNWZ0MV43FF wrote:
               | No, it's due to limited precision in the vertices. If you
               | had 64 bit integers you could have 32.32 fixed-point and
               | it would look as good as floating-point.
        
               | RicoElectrico wrote:
               | What did take so long for Nintendo?
        
               | skhr0680 wrote:
               | A heroic, and ultimately unnecessary considering the
               | mundane reasons that slowed the N64 down, attempt to
               | consumerize exotic hardware.
               | 
               | The hardware was actually pretty great in the end. The
               | unreleased N64 version of Dinosaur Planet holds up well
               | considering how much more powerful the GameCube was.
               | 
               | /edit
               | 
               | Nintendo were largely the architects of their own misery.
               | First, they set expectations sky high with their "Ultra
               | 64" arcade games, then were actively hostile to
               | developers in multiple ways.
        
               | VyseofArcadia wrote:
               | I'm not 100% sure of the specifics, but Nintendo took a
               | pretty different approach from Sony or Sega at this time.
               | Sony and Sega both rolled their own graphics chips, and
               | both of them made some compromises and strange choices in
               | order to get to market more quickly.
               | 
               | Nintendo instead approached SGI, the most advanced
               | graphics workstation and 3D modeling company in the world
               | at the time, and formed a partnership to scale back their
               | professional graphics hardware to a consumer price point.
               | 
               | Might be one of those instances where just getting
               | something that works from scratch is relatively easy, but
               | taking an existing solution and modifying it to fit a new
               | use case is more difficult.
        
               | MBCook wrote:
               | The cartridge ended up being a huge sore spot too.
               | 
               | Nintendo wanted it because of the instant access time.
               | That's what gamers were used to and they didn't want
               | people to have to wait on slow CDs.
               | 
               | Turns out that was the wrong bet. Cartridges just cost
               | too much and if I remember correctly there were supply
               | issues at various points during the N64 era pushing
               | prices up and volumes down.
               | 
               | In comparison CDs were absolutely dirt cheap to
               | manufacture. And people quickly fell in love with all the
               | extra stuff that could fit on a desk compared to a small
               | cartridge. There was simply no way anything like Final
               | Fantasy 7 could have ever been done on the N64. Games
               | with FMV sequences, real recorded music, just large
               | numbers of assets.
               | 
               | Even if everything else about the hardware was the same,
               | Nintendo bet on the wrong horse for the storage medium.
               | It turned out the thing they prioritized (access time)
               | was not nearly as important as the things they opted out
               | of (price, storage space).
        
               | VyseofArcadia wrote:
               | Tangentially related, but if you haven't already, you
               | should read DF Retro's writeup of the absolutely
               | incredible effort to port the 2 CD game Resident Evil 2
               | to a single 64MB N64 cartridge:
               | https://www.eurogamer.net/digitalfoundry-2018-retro-why-
               | resi...
               | 
               | Spoilers: it's a shockingly good port.
        
               | nebula8804 wrote:
               | >There was simply no way anything like Final Fantasy 7
               | could have ever been done on the N64.
               | 
               | Yes but I don't see how a game like Ocarina of time with
               | its streaming data in at high speed would have been
               | possible without a cartridge. Each format enabled unique
               | gaming experiences that the other typically couldn't
               | replicate exactly.
        
               | favorited wrote:
               | Naughty Dog found a solution - constantly streaming data
               | from the disk, without regard for the hardware's
               | endurance rating:
               | 
               | > Andy had given Kelly a rough idea of how we were
               | getting so much detail through the system: spooling.
               | Kelly asked Andy if he understood correctly that any move
               | forward or backward in a level entailed loading in new
               | data, a CD "hit." Andy proudly stated that indeed it did.
               | Kelly asked how many of these CD hits Andy thought a
               | gamer that finished Crash would have. Andy did some
               | thinking and off the top of his head said "Roughly
               | 120,000." Kelly became very silent for a moment and then
               | quietly mumbled "the PlayStation CD drive is 'rated' for
               | 70,000."
               | 
               | > Kelly thought some more and said "let's not mention
               | that to anyone" and went back to get Sony on board with
               | Crash.
               | 
               | https://all-things-andy-gavin.com/2011/02/06/making-
               | crash-ba...
        
               | rmckayfleming wrote:
               | Not just dirt cheap, the turn around time to manufacture
               | was significantly lower. Sony had an existing CD
               | manufacturing business and could produce runs of discs in
               | the span of a week or so, whereas cartridges typically
               | took months. That was already a huge plus to publishers
               | since it meant they could respond more quickly if a game
               | happened to be a runaway success. With cartridges they
               | could end up undershooting, and losing sales, or
               | overshooting and end up with expensive, excess inventory.
               | 
               | Then to top it all off, Sony had much lower licensing
               | fees! So publishers got "free" margin to boot. The
               | Playstation was a sweet deal for publishers.
        
               | mairusu wrote:
               | Nintendo did not approach SGI. SGI was rejected by Sega
               | for the Saturn - Sega felt their offering was too
               | expensive to produce, too buggy at the time despite
               | spending man hours helping fix hardware issues,, and had
               | no chance to make it to market in time for their plans.
               | 
               | For all we know, Nintendo had no plans past the SNES,
               | except for the VirtualBoy. But then again, the VirtualBoy
               | was another case of Nintendo being approached by a
               | company rejected by Sega...
        
             | ac2u wrote:
             | It's been years since since I read the book "Console Wars",
             | but if memory serves me correctly SGI shopped their tech to
             | SEGA first before Nintendo secured it for the N64.
        
             | JohnBooty wrote:
             | This should have been no struggle for Sega. They basically
             | invented the modern 3D game and dominated in the arcade
             | with          very advanced 3D games at the time
             | 
             | Way different challenges!
             | 
             | The Model 2 arcade hardware cost over $15,000 when new in
             | 1993. Look at those Model 1 and Model 2, that's some
             | serious silicon. Multiple layers of PCB stacked with chips.
             | The texture mapping chips were from partnerships with
             | Lockheed Martin and GE. There was no home market for 3D
             | accelerators yet; the only companies doing it were folks
             | creating graphics chips for military training use and high
             | end CAD work.
             | 
             | https://sega.fandom.com/wiki/Sega_Model_2
             | 
             | https://segaretro.org/Sega_Model_1
             | 
             | Contrast that with the Saturn. Instead of a $15,000 price
             | target they had to design something that they could sell
             | for $399 and wouldn't consume a kilowatt of power.
             | 
             | Although, in the end, I think the main hurdle was a failure
             | to predict the 3D revolution that Playstation ushered in.
        
               | RetroTechie wrote:
               | > The Model 2 arcade hardware cost over $15,000 when new
               | in 1993. Look at those Model 1 and Model 2, that's some
               | serious silicon.
               | 
               | That's an even bigger miss on Sega's part then.
               | 
               | Having such kit out in the field, should have given Sega
               | good insight into the "what's hot, and what's not" for
               | (near-future) gaming needs.
               | 
               | Which features are essential, what's low hanging fruit,
               | what's nice to have but (too) expensive, performance <->
               | quality <-> complexity tradeoffs, etc.
               | 
               | Besides having hardware & existing titles to test-run
               | along the lines of "what if we cut this down to... how
               | would it look?"
               | 
               | Not saying Sega should have built a cut-down version of
               | their arcade systems! But those could have provided good
               | guidance & inspiration.
        
               | mairusu wrote:
               | But they had the insight. And the insight they got was
               | that 3D was not there yet for the home market, it was
               | unrealistic to have _good_ 3D for cheap (eg. no wobbly
               | textures, etc), as it was still really challenging to
               | have good 3D on expensive dedicated hardware.
        
           | m45t3r wrote:
           | > you'll see that the design of a 3D-capable console in the
           | 90s was a significant challenge for every company.
           | 
           | While this is true, I still think that the PlayStation had
           | the most interesting and forwarding looking design of its
           | generation, especially considering the constraints. The
           | design is significantly cheaper than both Saturn and Nintendo
           | 64, it was fully 3D (compared to Saturn for example), using
           | CD as media was spot-on and also having the MJPEG decoder
           | (that allowed PlayStation to have not only significantly
           | higher video quality than its rivals, but also allowed video
           | to be used for backgrounds for much better quality graphics,
           | see for example Resident Evil or Final Fantasy series).
           | 
           | I really wanted to see a design inspired in the first
           | PlayStation with more memory (since the low memory compared
           | to its rivals was an issue it seemed, especially in e.g.: 2D
           | fighting games where the amount of animations had to be cut a
           | lot compared to Saturn) and maybe some more hardware
           | accelators to help fix some of the issues that plagued the
           | platform.
        
         | dymax78 wrote:
         | >For mass gamers of that era, where the big thing was "arcade
         | in your living room" it's a disapointement....
         | 
         | One exception to this is the shmup genre. The Saturn was
         | inundated with Japanese Shmups and many are perfect (or near
         | perfect) arcade ports.
        
           | wk_end wrote:
           | 2D fighters, as well. The port of SFA3 on Saturn trounces the
           | PS1 release, for example.
        
         | ndiddy wrote:
         | This is largely incorrect. The Saturn was entirely a Sega of
         | Japan design. There's an interview
         | (https://mdshock.com/2020/06/16/hideki-sato-discussing-the-
         | se...) with the Saturn hardware designer that gives some
         | perspective into why he chose to make the hardware the way he
         | did. Basically, he knew that 3D was the future from the
         | response the PSX was getting, but besides AM2 (the team at Sega
         | that did 3D arcade games like Virtua Fighter, Daytona USA,
         | etc), all of Sega's internal expertise was on traditional 2D
         | sprite-based games. Because of this, he felt the best
         | compromise was to make a console that excelled at 2D games and
         | was workable at 3D games. I think his biggest mistake was that
         | he underestimated how quickly the industry would switch to
         | mainly focusing on 3D.
         | 
         | The actual result of Sega's infighting was far more stupid IMO.
         | Sega of America wanted a more conservative design than the
         | Saturn using a Motorola 68020 (successor to the 68000 in the
         | Genesis) which would have lower performance, but developers
         | would be more familiar with the hardware. After they lost this
         | fight, they deemed the Saturn impossible to sell in the US due
         | to its high price. SOA then designed the 32X, a $200 add-on to
         | the Genesis that used the same SH2 processors as the Saturn but
         | drew graphics entirely in software and overlayed them on top of
         | the Genesis graphics. The initial plan was that the Saturn
         | would remain exclusively in Japan for 2-3 years while the 32X
         | would sell overseas. Sega of America spent a ton of money
         | trying to build interest for the 32X and focused their internal
         | development exclusively on the 32X. However, both developers
         | and the media were completely uninterested in it compared to
         | the Saturn. After it became evident that the 32X wouldn't hold
         | the market, Sega of America rushed the Saturn to market to draw
         | attention away from the 32X, but had to rely exclusively on
         | Japanese titles (many of which didn't fit the American market)
         | because they'd spent the past year developing 32X titles (the
         | 32X had more cancelled games than released ones). All of this
         | ended up confusing and pissing off developers and consumers.
        
           | masklinn wrote:
           | So _that_ is the background for the 32X. Thanks.
           | 
           | I was on team N and I was always confused by the weird
           | accessories of the Genesis, and the 32X's timing always was
           | one of the most confusing bits, but I'd never actually looked
           | into it.
        
             | MBCook wrote:
             | I generally was too. There were some fun games on the 32X,
             | but I bought it at fire sale prices after it failed.
             | 
             | Unfortunately the combination of the 32X mistake plus the
             | rushed Saturn launch just annoyed all partners, retail and
             | development. It's likely a big reason the Dreamcast did so
             | poorly.
             | 
             | It was a nice system but Sega was already on their back
             | foot, not many people trusted them, and piracy was way too
             | easy. Their partner in MS wasn't helpful. And then the PS2
             | was coming...
        
               | SpecialistK wrote:
               | The DC was doing well, but the bank account was already
               | overdrawn.
               | 
               | Piracy wasn't a big factor, since very very few people
               | had broadband and CD-R drives in 2000. The attach rate
               | was reportedly better than average. And the MS thing was
               | just the availability of middleware that a few games
               | used.
        
               | MBCook wrote:
               | As the console continued on, if we assume it lived a full
               | five years or something, piracy would have gotten worse
               | as more and more CD burners became commonplace.
               | 
               | Didn't they have to pay MS a small license fee for each
               | unit? I'm assuming that was a drag too. Not one that
               | killed it, but just another little kick.
        
               | SpecialistK wrote:
               | The MilCD exploit was already patched in the last
               | hardware revisions (VA2) so I imagine it would be a bit
               | like the Switch (IIRC) where early models are vulnerable
               | to exploits and more desirable on the second-hand market.
               | 
               | I'm not sure what the agreement with Microsoft was, but
               | it was probably on a per-game basis if the developers
               | wanted to use Windows CE.
        
               | MBCook wrote:
               | Oh I didn't know it was patched in hardware.
               | 
               | I knew it was per game whether the software actually used
               | the windows CE stuff. I'm really not sure it was ever
               | used much at all. I know the first version of Sega rally
               | used it but it performed so poorly they had an updated
               | version that didn't that they put out later to fix the
               | issues. And I'm not sure the bad version even came to the
               | states.
        
               | masklinn wrote:
               | > the rushed Saturn launch just annoyed all partners,
               | retail and development.
               | 
               | Oh yes that I definitely knew about, the rushed Saturn
               | launch out of nowhere, as well as its early retirement to
               | make room for the Dreamcast, soured a lot of people.
               | 
               | A shame too, the Dreamcast deserved so much better. It
               | was a great system, and pretty prescient too, at least on
               | the GPU side: Sega America wanted to go with 3dfx, Sega
               | Japan ultimately went with PowerVR, 3dfx turned out to be
               | a dead end, while PowerVR endured until fairly recently
               | (if mostly in the mobile / embedded / power efficient
               | space).
        
               | to11mtm wrote:
               | I think PowerVR was a good choice even at the time.
               | 
               | In my teens, my older brother worked at a computer shop
               | and back then was a hardware geek, and a Matrox M3D, and
               | frankly compared to something like a Rush or Riva 128 the
               | M3D was pretty good outside of some blending moire. That
               | I'm talking about visual vs perf says something... and
               | Dreamcast got the version AFTER that...
               | 
               | The biggest thing was their Tile based deferred
               | rendering, which made it easy to create an efficient GPU
               | with a relatively low transistor count.
               | 
               | Also, 3dfx pattern of 'chip per function', aside from
               | it's future scaling issues, would have been a higher BOM.
               | 
               | -----
               | 
               | All of that said, ever wonder what the video game scene,
               | or NVidia would be like today, if the latter didn't derp
               | out on their shot at the Dreamcast in an SEC filing,
               | which caused them to be relegated to the video chip for
               | the Pico?
        
               | VelesDude wrote:
               | Credit to the PVR in Dremacast (and the entire design of
               | DC), it was a very efficient processor considering the
               | pricing limitations of the unit. I do love that the
               | Saturn absolute sucked at transparency effects and the
               | PVR was the complete opposite. Just throw the geometry at
               | it in any order (per tile) and it would sort it out and
               | blend it with no problem.
               | 
               | It was efficient but the performance was definitely the
               | lowest of all consoles that generation.
        
               | to11mtm wrote:
               | 32x murdered Sega's goodwill. Then the cost of the Saturn
               | led to the legendary "$299" Sony E3 conference... Then
               | Bernie Stolar and his hate for JRPGs...
               | 
               | > Their partner in MS wasn't helpful.
               | 
               | The MS thing was actually an important PR olive branch
               | after the Saturn.
               | 
               | Saturn had a somewhat deserved bad rep for API/doc
               | issues, and doing 3D was extra painful between the VDP
               | behavior and quads...
               | 
               | Microsoft was flouting around DirectX at the time, Even
               | with it's warts at the time it was accepted by devs as
               | 'better than what we used to deal with!'.
               | 
               | All of it was an attempt to signal to game developers;
               | 'Look we know porting stuff to Saturn _sucked_ , our API
               | is better, but if you're worried, you are doing more PC
               | ports now anyway, so this is a path'.
               | 
               | If _anything_ , I'd say the biggest tactical 'mistake'
               | there was that in providing that special Windows CE,
               | Microsoft probably got a LOT of feedback and
               | understanding of what console devs want in the process,
               | which probably shaped future DirectX APIs as well as the
               | original XBox.
               | 
               | > PS2 was coming
               | 
               | If the PS1 "$299" conference was the sucker punch, PS2's
               | "Oh it's also a DVD Player" was the coupe-de-grace. I
               | knew a LOT of folks that 'waited' but DVD was the winning
               | factor.
        
               | hnlmorg wrote:
               | Some consider the original Xbox as a sequel to the
               | Dreamcast because it reused some of the principles and
               | had some of the same people working on it. Heck, even the
               | original chunky Xbox controller looks more like the
               | Dreamcast and lesser known Saturn 3D controller than it
               | does like modern Xbox controllers.
        
           | phire wrote:
           | Now that's a good interview.
           | 
           |  _> I think his biggest mistake was that he underestimated
           | how quickly the industry would switch to mainly focusing on
           | 3D._
           | 
           | I think his mistake was a bit more subtle than that. Because
           | he didn't have any experience in 3D or anyone to ask for
           | help, he didn't know which features were important and which
           | features could be ignored. And he ended up missing roughly
           | two important features that would have bought the Saturn upto
           | the standard of "workable 3D".
           | 
           | The quads weren't even that big of a problem. Even if the
           | industry did standardise on triangles for 3D hardware, a lot
           | of the artist pipelines sick with quads as much as possible.
           | 
           | The first missing feature is texture mapping. Basically the
           | ability to pass in uv coordinates for each vertex (or even
           | just a single uv offset and some slopes for the whole quad).
           | The lack of texture mapping made it very hard to export or
           | convert 3D models from other consoles. Instead, artists had
           | to create new models where each quad always maps to an 8x8
           | texel quad of pixels.
           | 
           | The second missing feature is alpha blending, or
           | semitransparent quads. The Saturn did support half-
           | transparency, but it only worked for non-distorted sprites,
           | and you really want more options than just 50% or 100%.
           | 
           | With those two features, I think the Saturn would have been a
           | workable 3D console. Still not as good as the playstation,
           | but probably good enough for Sega to stand its ground until
           | the Dreamcast launched.
        
             | mmaniac wrote:
             | > The quads weren't even that big of a problem. Even if the
             | industry did standardise on triangles for 3D hardware, a
             | lot of the artist pipelines sick with quads as much as
             | possible.
             | 
             | > The first missing feature is texture mapping. Basically
             | the ability to pass in uv coordinates for each vertex.
             | 
             | These two situations are fundamentally related. Most 3D
             | rasterizers including the Playstation use inverse texture
             | mapping, iterating over framebuffer pixels to find texels
             | to sample. The Saturn uses forward texture mapping,
             | iterating over the texels and drawing them to their
             | corresponding framebuffer pixels.
             | 
             | The choice to use forward mapping has some key design
             | consequences. It isn't practical to implement UV mapping
             | using forward mapping, and quads are also become a more
             | natural primitive to use.
             | 
             | > The second missing feature is alpha blending, or
             | semitransparent quads. The Saturn did support half-
             | transparency, but it only worked for non-distorted sprites,
             | and you really want more options than just 50% or 100%.
             | 
             | I don't consider this to be a significant problem. The
             | checkerboard mesh feature provides a workable pseudo-half-
             | transparent effect, especially with the blurry analog video
             | signals used at the time.
             | 
             | Side note but forward mapping is also the reason why half-
             | transparency does not work for distorted sprites. Forward
             | mapping means that the same pixel may be overdrawn. If a
             | half-transparent pixel is blended twice, the result is a
             | corrupt pixel.
             | 
             | VDP2 can also provide half-transparent effects in various
             | circumstances - this video provides a comprehensive look at
             | various methods which were used to deliver this effect.
             | 
             | https://www.youtube.com/watch?v=f_OchOV_WDg
        
               | 01HNNWZ0MV43FF wrote:
               | I'm surprised forward texture mapping can work at all.
               | What happens if the quad is too big? Does it have gaps?
               | 
               | Forward texture mapping sounds like something I would
               | have imagined as a novice before I learned how inverse
               | texture mapping worked.
        
               | mmaniac wrote:
               | It'll draw the same texel multiple times if it has to.
               | One of the Saturn's programming manuals describes in
               | limited detail how it will attempt to avoid leaving any
               | gaps in polygons.
               | 
               | > _Polygons contain diagonal lines that may result in
               | pixel dropout (aliasing). When this occurs, holes are
               | anti-aliased. For this reason, some pixels may be written
               | twice, and therefore the results of half-transparaency
               | processing as well as other color calculations cannot be
               | guaranteed._
               | 
               | https://antime.kapsi.fi/sega/files/ST-013-R3-061694.pdf
        
             | to11mtm wrote:
             | > The quads weren't even that big of a problem. Even if the
             | industry did standardise on triangles for 3D hardware, a
             | lot of the artist pipelines sick with quads as much as
             | possible.
             | 
             | AFAIK the problems lie in things like clipping/collision
             | detection. Now that you have four points instead of three,
             | there is no guarantee that the polygon is a flat surface.
        
               | cubefox wrote:
               | That's interesting. I always wondered why "polygons"
               | generally ended up being triangles. I guess this is of
               | the reasons.
        
             | VelesDude wrote:
             | Youtube channel Gamehut once mentioned that you could do 8
             | levels of transparency on the 3D provided you had no
             | Gouraud shading on the quad. As such it was almost never
             | used and I believe they used it merely to fade in the
             | level.
        
             | hnlmorg wrote:
             | Saturn did support alpha blending on quads (quads are
             | ostensibly just sprites). The problem was the blending
             | became uneven due to the distortion. Ie distortion caused
             | the quads to have greater transparency on some parts and
             | lesser transparency on others. This was largely due to
             | developers skewing quads into triangles.
        
           | luma wrote:
           | I bought the Saturn on the US launch day and never clearly
           | understood why, for the first maybe 6 months, there were only
           | a handful of titles available. Interesting back story!
        
           | mouzogu wrote:
           | > Sega of America rushed the Saturn to market
           | 
           | interesting. i always thought this was an order from SOJ.
        
             | SpecialistK wrote:
             | It was. Kalinske tried to push back, but for some reason
             | after all of his success at SoA, SoJ kept undercutting him
             | in the mid 90s with the 32X and early Saturn launch.
        
           | spxneo wrote:
           | This is why I love HN. Busting esoteric misconceptions with
           | detailed knowledge of industry and history. It makes sense
           | why developers hated the Saturn and PSX came out on top.
           | Developer experience is king!
        
           | VelesDude wrote:
           | While this is an entirely "in retrospect this would have been
           | the best plan!". The youtube channel Video games esoterica
           | had an interesting idea on an alternatives path Sega could
           | have taken.
           | 
           | Namely, lean in hard on 32X for about a year or two to try
           | and slow demand for Ps1 with cheaper hardware. Release the
           | Neptune (Genesis with inbuilt 32x). They then take up
           | Panasonics deal and use the M2 platform to be the Saturn.
           | Release that in 1997 with specs far beyond Ps1/N64.
           | 
           | Neat idea but this is all just fantasy stuff at this point.
        
           | hnlmorg wrote:
           | It also didn't help that Sony poached a lot of studios with
           | exclusivity deals.
           | 
           | The fact that the Saturn was harder to develop for, had a
           | smaller market share and Sony were paying studios to release
           | on the PlayStation, it's no wonder Sony won the console wars
           | that generation.
        
         | phire wrote:
         | I've looked into it, and from what I can tell, the "3D was
         | added late to the Saturn design" narrative is flawed.
         | 
         | It's commonly cited that VDP2 was added later to give it 3D
         | support. But VDP2 doesn't do 3D at all, it's responsible for
         | the SNES "mode 7" style background layers. If you remove VDP2
         | (and ignore the fact that VDP is responsible for video scanout)
         | then the resulting console can still do both 3D just fine (Many
         | 3D games leave VDP2 almost completely unused). 2D game would
         | take a bit of a quality hit as they would have to render the
         | background with hundreds of sprites.
         | 
         | If you instead removed VDP1, then all you have left are VDP2's
         | 2D background layers. You don't have 3D and you can't put any
         | sprites on the screen so it's basically useless at 2D games
         | too.
         | 
         | As far as I can tell, the Saturn was always meant to have both
         | VDP1 and VDP2. They were designed together to work in tandem.
         | And I think the intention (from SEGA JP) was always for the
         | design be a 2D powerhouse with some limited 3D capabilities, as
         | we saw on the final design.
         | 
         | I'm not saying there wasn't arguments between SEGA JP and SEGA
         | US. There seems to be plenty of evidence of that. But I don't
         | think they munged the JP and US designs together at the last
         | moment. And the PSX can't have had any influence on the
         | argument, as the Saturn beat the PSX to market in Japan by 12
         | days.
        
         | karmakaze wrote:
         | Is this the PSX[0] you're referring to? I had no idea this
         | existed, or what impact it had on gaming consoles.
         | 
         |  _Edit (answered): "Why is PlayStation called PSX? Wishing to
         | distance the project from the failed enterprise with Nintendo,
         | Sony initially branded the PlayStation the "PlayStation X"
         | (PSX)."_
         | 
         | [0] https://en.wikipedia.org/wiki/PSX_(digital_video_recorder)
        
           | Luc wrote:
           | PSX was used to refer to the PlayStation before it was
           | released, and it stuck.
        
         | gxqoz wrote:
         | The latest episode of the excellent video game history podcast
         | They Create Worlds (https://www.theycreateworlds.com/listen)
         | does a good job debunking some of these myths.
        
       | thearrow wrote:
       | Nice analysis! I still have an original Sega Saturn I've owned
       | since 1996 that I fire up occasionally for a nostalgia bomb. The
       | thing still runs perfectly, same as the day I unboxed it! They
       | may have ended up with quite a complex hardware architecture, but
       | you've gotta love the reliability of the older consoles. The same
       | cannot be said of the more modern consoles I've had over the
       | years - burning themselves up or failing in other ways.
        
       | itomato wrote:
       | The diversity in consoles reminded me of the diversity in home
       | computers in the waning glory days before PC domination.
       | 
       | Some of the same OEMs and publishers made it through until today.
       | 
       | I'd like to see an infographic and may be so motivated that I
       | make one.
        
       | Aissen wrote:
       | I love Copetti's work (and have previously used it with
       | citation), but it always feels too high-level. But since I know
       | how much work it is to write those, it always feels unfair to ask
       | for more. Anyway, thank you Rodrigo if you're reading this !
        
       | PUSH_AX wrote:
       | My favourite technical breakdown/hack of the Saturn:
       | 
       | https://www.youtube.com/watch?v=jOyfZex7B3E
        
       | hbn wrote:
       | Speaking of awkward Sega architecture, MattKC recently did a
       | video[1] on his second channel about the 32X, which if you don't
       | know was a weird module that slotted into the cartridge slot of
       | the Genesis to enable it to play a separate lineup 32-bit games.
       | 
       | Since it was essentially 2 consoles working in tandem, it was
       | another situation where you had 2 CPUs working together to pump
       | out a video image. He tried to wire up his own video cables and
       | found you could cut out the video signal from one machine and
       | only get the output rendered from the other. The 32X itself would
       | pump out 3D rendering while the Genesis would supply 2D graphics
       | for e.g. menus, HUD, sprites, etc.
       | 
       | [1] https://www.youtube.com/watch?v=rl9fjoolS2s
        
       | gamepsys wrote:
       | > Consequently, the VDP1 is designed to use quadrilaterals as
       | primitives, which means that it can only compose models using
       | 4-vertex polygons (sprites).
       | 
       | This gave the 3D Sega Saturn games a more boxy look than PS1
       | counterparts. Comparing Resident Evil on Saturn and PS1 is a good
       | side by side to see the difference. The overall result is that
       | Sega Saturn games have a unique aesthetic in 90s 3D gaming.
       | 
       | It's also worth highlighting that the Sega Saturn's emulation is
       | far behind other platforms. Perhaps it's the lack of success in
       | the west, paired with the complex architecture.
        
         | wk_end wrote:
         | Saturn emulation is very solid at this point. But yeah, for a
         | long time it was quite poor.
        
           | breadmaster wrote:
           | Yes, it's really quite good right now, and very accessible
           | under programs like OpenEmu. I have a Saturn hooked up to a
           | CRT still, but the emu doesn't feel very different these
           | days.
        
           | segasaturn wrote:
           | Saturn Emulation is definitely possible but the amount of
           | complexity in the hardware means that it's much more resource
           | intensive than its 32-bit contemporaries:
           | 
           | https://mednafen.github.io/documentation/ss.html#Section_int.
           | ..
           | 
           | >Mednafen's Sega Saturn emulation is extremely CPU intensive.
           | The minimum recommended CPU is a quad-core Intel Haswell-
           | microarchitecture CPU with a base frequency of >= 3.3GHz and
           | a turbo frequency of >= 3.7GHz(e.g. Xeon E3-1226 v3), but
           | note that this recommendation does not apply to any
           | unofficial ports or forks, which may have higher CPU
           | requirements.
           | 
           | Those minimum specs are about the same as what's required to
           | emulate a Wii via Dolphin, two generations ahead of the
           | Saturn!
        
         | spxneo wrote:
         | Best alternative to emulation, im not sure where FGPA is but it
         | gives me a peace of mind to just mod the console to support SD
         | cards filled with every single game released for that console,
         | picking up the original game from ebay if I really like the
         | title and show support
         | 
         | Its such a hassle to take out the CD from its plastic casing
         | with rubber gloves to preserve value and put it back in each
         | time but you don't want to trade original game experience with
         | emulation
        
       | flykespice wrote:
       | Nowadays Console hardware has gotten boring, lacking the great
       | diversity of the previous generations. It's basically a PC
       | motherboard repurposed.
        
       | donatj wrote:
       | As a lover of the Sega Saturn, I really believe the use of quads
       | over tris really contributed to the Saturn's unique look.
        
       | busfahrer wrote:
       | I love Copetti's architecture articles, especially the one on
       | PS1, such an interesting early not-quite-3D architecture.
        
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       (page generated 2024-03-26 23:00 UTC)