Virtua Fighter 4 dreamcast ...any info??

Discussion in 'Unreleased Games Discussion' started by saturn_worship, Sep 22, 2007.

  1. americandad

    americandad Familiar Face

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    You can't really compare that. Those games were already made AS mods and they were lucky that HLDC is pretty much a straight source port with a huge mod community and tons of modding knowledge already out there. They just needed to optimize textures and maps for the dc.
     
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  2. Taucias

    Taucias Site Supporter 2014,2015

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    One thing worth noting is that the DC uses tile-based rendering thanks to the PowerVR chip. If you had a 12k poly model, the DC is not drawing 12k polys per frame. The frame has had the vertices culled using the SH4 and the PowerVR is only drawing what can be seen in the image, excluding textures not visible, etc.

    So extracting the models isn't really going to tell you much if you're comparing it to other consoles. What would matter more is the complexity of the scenes being rendered, the viewpoint being displayed, etc.

    This isn't going to really argue the merits of VF4 on the DC, but it perhaps is interesting to someone.
     
  3. Esppiral

    Esppiral Gutsy Member

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    Backface culling is not something exclusive to the Dreamcast, any other console from that gen and beyond do this, for example Silent Hill 2 and 3 uses it on ps2.

    For instance, Shenmue uses backfaceculling while, Shenmue II ( bigger world, more characters etc ) doesn't.

    And that's not how the tile engine works, it splits the screean intro 32x32 pixel tiles, then if anything is happening in one of those tiles, the console simply won't draw or process this tile until some change happens allowing to "free resosources"

    Also if you "hack" fovs or camera angles in most PS2, GC or Xbox games, you'll see how beyond the 4:3 aspect ratio everything starts to dissapear.

    Sorry my english is not good enough to explain it more deeply.
     
  4. Anthaemia.

    Anthaemia. The Original VF3 Fangirl™

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    I always found it strange how large portions of Shenmue II (and even some parts of III) were complete long before the first game was even developed, which is why the sequel lacked certain features such as backface culling and had to employ much greater crowd control levels, often fading NPC models out if you collided with them - AM2 developed the majority of Chapter 1: Yokosuka after content for the sequel, going back and simply adding a few new ideas (including the ability to advance time for meetings, also later giving the Xbox version a snapshot mode plus those similarly useless camera filters).
     
  5. xaeroxcore

    xaeroxcore Rapidly Rising Member

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    Too bad..imagine the possibilities that will appear with an open source Shenmue engine for DC....Community would make amazing things.
     
  6. Taucias

    Taucias Site Supporter 2014,2015

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    Yes, sorry. I was not trying to imply that the DC was unique in use of culling, just that a rip of a poly model is not going to accurately portray polygons per second.

    The PowerVR chip has benefits from tile based rendering that allows the Dreamcast to "punch above its weight". I did not realise Shenmue 2 does not cull in its engine, but the Power VR will cull the scene itself before rendering. Its just much more efficient to do some culling on the SH4 first.

    I can only assume that Shenmue 2 was more demanding of the CPU for game logic for them not to be able to implement.
     
  7. Moo

    Moo Gutsy Member

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    Yeah, adding the ability to play DVD video is brilliant. It almost saved the Gamecube!
     
  8. americandad

    americandad Familiar Face

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    Nobody added dvd to gamecube. That late and obscure panasonic japanese exclusive is nothing like actually releasing the gamecube with dvd support by nintendo. Smh
     

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