mezkal said:
My point is that, if tessellation is implemented within Chankast I think we will so obvious drops in perforrmance as the triangle delta increases.
That's correct but it's not the real reason. If truform was used to tesellate all the polygons on screen without game programmers sticking their hand in, there will be a drop in performance anyway wether it's an emulator or a PC game like Quake 3. Truform
cannot be used on all the polygons in a game or it will overload the gfx card. The only way to use truform is by customizing how it will run - by using it on some polygons.
Truform is a technique for
game designers, they specify where truform will be used in the game and when. If the game is made of large outdoor environments, then game designers will not use truform on the ground as it doesn't need too much detail and they also won't apply truform on faraway objects as they won't be too noticeable.
So to make truform work you have to program it to work at certain times and on certain objects.
The problem with an emulator like chankast is that the emulator coders can't tamper with the game code itself, they don't have a say on how soulcaliber characters animate or what outfits they should wear so they can't program truform to react to the emulated games. They can't tell the gfx plugin for example: "Use truform on sonic's head but leave his sneakers" because there is no way for the emulator to crack the game's program code and show the gfx plugin where sonic's head is or where his sneakers are.
In the end, if Truform was used in chankast it would just tessellate or add detail to the whole screen which is too slow.
and by the way...
mezkal said:
The main function of a tile renderer to optimize the render pipeline by removing from scene any occluded surfaces, textures and/or shaders PRIOR to them reaching the poly and texture alignment engines.In the case of Chankast it is emulating the PVR's Tile Render functions. That is too say, it is implementing Tile Rendering on cards that basically don't do it (well not as much as the Katana at any rate).
Seems you bought into sega 's marketing hype :whistling
Let me say 1 thing:
Every 3D engine in existance uses the hidden surface algorithm. Every one. And the technique is usually called backface culling. Backface culling is the technique in which polys/textures that are not visible don't get processed. PVR's 'engine' isn't cutting adge anymore and emulating it isn't too hard. Anyway the main thing that slows down emulation is how different the original machine's architecture is from the emulator.
You can't say that the Saturn wasn't emulated for so long because it had a great graphics engine
Dreamcast is basically a PC with it's PowerVR and WinCE. The more complicated the original machine's architecture, the harder it is to emulate. That's why the saturn wasn't emulated for a long time and why PS2 emulation is facing problems (
because the PS2 uses a system that was deliberately designed with GPU'S, FPU'S,SPU'S and even an intel 233MHz pentium MMX by sony to be too complex to emulate - but the emu authors aren't giving up!)
The dreamcast has pretty standard Directx 7 based hardware features and some of them are: Bilinear/trilnear filtering (dreamcast's "cleaner than psx" textures), antialiasing, chrome/sphere mapping (the water effect in ecco, the whale's skin in sonic adventure), alpha blending transparency, vertex buffering (the rippling clothes of soulcaliber fighters).