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/vr/ - Retro Games


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10908198 No.10908198 [Reply] [Original]

>This incapacitates the PlayStation.

>> No.10908257
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10908257

>>10908198
>This incapacitates the N64 and PS2 (or any modern z-buffered GPU).

>> No.10908319

>>10908198
What am I looking at, polygon clipping? My system still works.

>> No.10908395

>>10908319
Due to the way how 3D works on the PS1 (no z-buffer), triangles are only sorted on a per-face basis resulting in stuff appearing in front of geometry where they shouldn't.

>> No.10908586

>>10908198
make some of that geometry transparent and see how quickly your worthless z-buffer crumbles.

>> No.10908758

>>10908257
>The PS1 can't render common and possible geometry?
>Yeah, well - REAL systems can't render IMPOSSIBLE geometry... So there!

>> No.10908795

>>10908395
How does this incapacitate the PlayStation?

>> No.10909534

>>10908257
Any modern z-buffered gpu can use inverse float z-buffer or logarithmic z-buffer to get rid of z fighting

>> No.10909536

>>10908198
wrote a software rendere which uses an ordering table like the ps1 (no z buffer). it required a lot of care when making 3d models and lots of testing and was slower than a z buffer (cache)

>> No.10909864
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10909864

>>10908795
If a triangle intersects another polygon in such a way that it is both in front of and behind it (eg. 'stabbing' through the center), it can't render it accurately. A z-buffer lets you sort which pixels of which polygons you'll render on top; without that, it'll only be able to choose one or the other to render in front. The only way to overcome this is with extremely expensive manually written routines that aren't fast enough for gameplay situations.

>> No.10910781

>>10908257
Z buffer is a choice on N64 - see World Driver Championship

>> No.10911536

>>10908257
Ugh... Z-fighting on Quake 1 annoyed me.

>> No.10911573

>>10909864
Any examples of this in actual gameplay?

>> No.10912607

>>10909864
So if you wanted to make a quick toy airplaine on PS1 by intersecting two 3D rectangles it wouldn't work? You'd need to actually make separate wings?

>> No.10912629

>>10909864
>>If a triangle intersects another polygon in such a way that it is both in front of and behind it (eg. 'stabbing' through the center), it can't render it accurately.
Not like rendering was super accurate on the PSX in the first place.

>> No.10913541

>>10908198
That's not a dreamcast with a DVD drive.