Author Topic: IAM CONFUSED ABOUT THE POLYGON PART OF PC-FX  (Read 783 times)

darkkenshin99

  • Guest
IAM CONFUSED ABOUT THE POLYGON PART OF PC-FX
« on: September 17, 2004, 02:15:38 AM »
I THOUGHT THE POLYGON ENGINE GOT TRASHED AFTER IRON MAN,AND THEY BEEFED THE FMV AND 2D GRAPHICS,SO CAN THE CONSOLE ITS SELF(NOT THE PC-FXGA CARD)CAN PRODUCE POLYGONS?

Zerojean

  • Jr. Member
  • **
  • Posts: 83
IAM CONFUSED ABOUT THE POLYGON PART OF PC-FX
« Reply #1 on: September 17, 2004, 10:58:19 AM »
The system specs suggest not, however polygons can be produced under software emulation, check 3D titles like Sentiel on 8bit microcompters, and 16bit flight sims for testament to this.
Baseley09 in disguise.

darkkenshin99

  • Guest
IAM CONFUSED ABOUT THE POLYGON PART OF PC-FX
« Reply #2 on: September 17, 2004, 11:23:53 AM »
i see but it must have been really restricted ,do u know an estimate of the polygons on screen per second that the pc-fx used,or maximum it could produce.

Zerojean

  • Jr. Member
  • **
  • Posts: 83
IAM CONFUSED ABOUT THE POLYGON PART OF PC-FX
« Reply #3 on: September 17, 2004, 12:53:42 PM »
Dunno, you might have already seen this but it gives a little insight

http://www.pcenginefx.com/PC-FX/pc-fx_world_-_f_r_-_super_star.html

I doubt too many.
Baseley09 in disguise.

darkkenshin99

  • Guest
IAM CONFUSED ABOUT THE POLYGON PART OF PC-FX
« Reply #4 on: September 17, 2004, 01:21:33 PM »
do u think it could have produce at least 100,000,can do much with less than that.

dpaint4

  • Guest
Probably not.
« Reply #5 on: September 18, 2004, 02:34:57 PM »
I don't think that many at all.  Why don't you write a small demo for the unit and see for yourself?  I would guess around 2,000. Harrar Kelvin has done some interesting work on this.

darkkenshin99

  • Guest
IAM CONFUSED ABOUT THE POLYGON PART OF PC-FX
« Reply #6 on: September 18, 2004, 02:38:28 PM »
2,000 thats only enough for a low poly character(pc type not one for xbox and such)

dpaint4

  • Guest
Yep.
« Reply #7 on: September 18, 2004, 02:42:51 PM »
Yep.  That's about right.  The system was really not meant for high-poly real time characters.  Remeber, it was designed to be the anime gaming platform.  3D was not a goal.

darkkenshin99

  • Guest
IAM CONFUSED ABOUT THE POLYGON PART OF PC-FX
« Reply #8 on: September 18, 2004, 03:06:09 PM »
my final question is, the original pc-fx supported alot more polygons for generating worlds and characters and such,right?but with the final version i would say that amoutn of polygon would be only good to create some sort of specialeffect?its a great console i feel even better knowing its shows polygons on screen(even though the amount is extremely restricted)

dpaint4

  • Guest
Its Relative
« Reply #9 on: September 18, 2004, 03:17:07 PM »
Well, its interesting that polygons were possible to some degree, but I don't think that's a valid criteria for how good the system was/is. The point, in my opinion, is that the goals that the PC-FX and NEC set out to achieve were achieved, and so I think the PC-FX was successful.

Judging the PC-FX on how many polys it can push is like trying to judge Clint Eastwood on how well he can sing "Like a Virgin".

darkkenshin99

  • Guest
IAM CONFUSED ABOUT THE POLYGON PART OF PC-FX
« Reply #10 on: September 18, 2004, 03:29:28 PM »
by "original pc-fx" iwas talking about the testujin board thats the one i was talking about in the first part of my final question,and i was saying its good cause polygons help to some degree in creating effects like lets say fire or the "fire" coming out of jet engine.

dpaint4

  • Guest
Or..
« Reply #11 on: September 18, 2004, 03:35:15 PM »
Like in the Saturn game, Guardian Heroes, which is technically a 2D game but the backgrounds take advantage of polygons and are BEAUTIFUL!  

Strider for the PS1 did that really well too.

I like the combination of 2D sprites and polygon backgrounds the very most.  Grandia 1, that was amazing.  Especially the Saturn version.

darkkenshin99

  • Guest
IAM CONFUSED ABOUT THE POLYGON PART OF PC-FX
« Reply #12 on: September 18, 2004, 04:06:51 PM »
yes many games in saturn did that like psychic killer taromaru and nights into dreams but the sprites looked a bit pixelated,idont know much of saturns hardware but i think it didnt have anti alias.

handygrafx

  • Sr. Member
  • ****
  • Posts: 320
IAM CONFUSED ABOUT THE POLYGON PART OF PC-FX
« Reply #13 on: March 23, 2005, 09:55:51 PM »
Hi.  I have been trying to gain information myself about the capabilities of the Ironman | Tetsujin prototype board from 1992.  from what I understand it had some polygon capabilities. more than the final PC-FX that was released in Dec 1994.

Although, there is no way that polygon-producing Ironman | Tetsujin could have produced as many polygons as Playstation, or even the Saturn.


I am going to take a wild, wild guess.  

Playstation: 360,000 flat shaded polys/sec - 180,000 texture mapped, guaraud shaded, lit polygons/sec

Saturn:  100,000 to 200,000 polygons

PC-FX:  10,000 polygons

Ironman | Tetsujin 20,000 to 50,000 polygons

keep in mind that,  the SuperFX chip for SNES Starfox and SVP chip for Genesis Virtua Racing  pushed 5,000 to 10,000 polys. So I would *think* that the PC-FX might be able to do that much itself.   and the Tetsujin | Ironman could've done more.


just hazarding some guesses.

Keranu

  • Hero Member
  • *****
  • Posts: 9054
IAM CONFUSED ABOUT THE POLYGON PART OF PC-FX
« Reply #14 on: March 24, 2005, 02:12:46 PM »
Those are quite the large images in your sig, Darkkenshin. Is the one with the chrome suit suppose to be Michael Jackson?
Quote from: Bonknuts
Adding PCE console specific layer on top of that, makes for an interesting challenge (no, not a reference to Ys II).