22 March 2020, 02:40 | #21 |
Registered User
Join Date: Jul 2015
Location: The Netherlands
Posts: 3,437
|
|
24 March 2020, 15:12 | #22 |
Not a Rebel anymore
Join Date: Apr 2005
Location: UK
Age: 51
Posts: 505
|
I'm sure tiertex would have put something out which claimed to be virtua fighter if they had the chance.
|
24 March 2020, 21:16 | #23 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,372
|
closest we have is 4D sports boxing.
|
24 March 2020, 22:32 | #24 |
Registered User
Join Date: Feb 2020
Location: NY, USA
Posts: 9
|
The Sega 32X also has a port of Virtua Fighter, this would be a closer comparison to an '030 system without 3D hardware.
I have both the 32X and an A2000 with 50MHz '030 and I have run code on both. I'd say the 50MHz '030 is in the same ball park as ONE 23MHz SH-2 (and you should be aware that the 32X has slow ROM access timing and only a 16-bit memory bus). Although the comparison falls apart if your code is doing a ton of multiplication or division. Multiply is around 28 cycles on an '030, but only 3 cycles on SH-2. Peak video memory write bandwidth on the 32X is around 9MB/sec, which is only slightly better than AGA and not as good as a Zorro 3 card. The 32X Virtua Fighter uses the MD video to display the background scenary which reduces the amount of stuff that has to be rendered on the 32X side. Maybe something like that could be done using AGA dual playfield mode but it would have limited colors. Otherwise a Zorro 3 chunky screen might fast enough for full software rendering. I am reminded of the old PC game Roller Coaster Rumbler which had a few untextured polygons flying around at decent speed on a 16MHz 286... |
24 March 2020, 22:41 | #25 |
cheeky scoundrel
Join Date: Nov 2004
Location: Spijkenisse/Netherlands
Age: 42
Posts: 6,976
|
Heck, the same for Quake 2 and any game built on it's engine.
|
25 March 2020, 00:21 | #26 |
Registered User
Join Date: Jul 2015
Location: Novi Sad, Serbia
Posts: 1,699
|
Now, here is a rose tinted glasses view:
I've looked several times at this thread, and several times at virtua fighter (both arcade and sega version), and I see absolutely nothing in it, that plain A1200 can't do. Let me elaborate: Few days a go I googled about it, and someone mentioned (in the forums) that arcade version had few (2-3) thousands polygons, and sega version had approximately 550 polygons per character. I looked again at the game, and my though was that 550 polygons are too much for this type of details. Today, I found masterpieces with 200 polygons models. So, this crap looking 3D game can't work on 030? and No Second Prize can work on plain A500 (same as Z-wolf, and Frontier). Ofcourse, rigging (and linking) takes it's toes... so.. is the rigging most prominent problem for the Amiga? Rather then polygon count? |
25 March 2020, 14:02 | #27 | |
Registered User
Join Date: Feb 2015
Location: Sweden
Age: 50
Posts: 2,980
|
Quote:
However, it's usually possible to cheat your way to a *decent enough* result. Rigging a character with a few nodes shouldn't be much of a problem, I think a much bigger challenge would be vertex/meshdeformed characters. In The first Quake games they didn't have mesh deformation so we can ignore that bit. I think original Quake characters are in the 100 polys ballpark, but with textures you can get away with that. Flat shaded polys without textures require a bit more if you want some more detail.. Like details in a face.. In Quake it can be a box with a texture of a face, but a flat shade box is not much to look at. Virtua Fighter characters have a lot of details for this reason. I estimate you'd need about 200 polys for a decent enough character. so 2x 200 polys + say 50 polys for some ground, then you have bitmap backgrounds should be enough on Amiga. I'm not a coder so someone else can tell you the limits of an AGA Amiga.. (Computing the geometry fast enough is one thing, drawing it /fill rate is another).. so there are several limitations.. |
|
25 March 2020, 15:23 | #28 | |
Registered User
Join Date: Sep 2006
Location: New Sandusky
Posts: 944
|
Quote:
Virtua Fighter was part of a new breed of 3D games where motion was fluid by recalculating the vertices of moving objects independently. You need fast multiplication to do that. |
|
25 March 2020, 16:18 | #29 |
Registered User
Join Date: Jul 2015
Location: The Netherlands
Posts: 3,437
|
Well, the 68030 is quite fast at doing lookups in fast memory. There are also table based ways to accelerate general multiplication. And most Amiga's with 68030 have much more memory than a 32x does. These factors might alleviate the need for heavy use of the multiplication instructions.
To be clear, this does not mean that therefore I think it's doable. Just that I don't think the multiplying speed will be the decisive factor. |
25 March 2020, 23:23 | #30 | |
Registered User
Join Date: Feb 2020
Location: NY, USA
Posts: 9
|
Quote:
|
|
29 March 2020, 22:20 | #31 |
Registered User
Join Date: Feb 2015
Location: Sweden
Age: 50
Posts: 2,980
|
Noticed a "funny" (not really) thing when I compared Saturn and 32x version of Virtua Fighter (Yea, these self isolation times does that to you ;-)
Now, the Saturn version was released first, which is of course ironic in some ways, but whatever.. If you watch the 32x version, the polygon density of the characters is of course pretty low, and I guess that (or less) is what an Amiga with a 030 could "hope for" but, if you watch closely, it seems that once you knock out your opponent, you see this sort of a cut scene with the fighter doing a victory pose/dance. In these scenes you only see one character at a time so they can show more polygons. And from what I can tell its a lot more similar to the model used in the Saturn version. Then when fighting continues, the character you see are the low poly version again. So for some controlled camera angles the 32X seems to show Saturn models (ïsh..) (Saturn has better physics/animations for hair etc, which 32x doesn't have) |
30 March 2020, 13:30 | #32 |
ex. demoscener "Bigmama"
Join Date: Jun 2012
Location: Fyn / Denmark
Posts: 1,642
|
Without looking at them, the victory "dance" might just be playback of static data, thus allowing more processor time for rendering more polygons..
|
31 March 2020, 16:37 | #33 |
Registered User
Join Date: Nov 2019
Location: Croydon
Posts: 594
|
|
31 March 2020, 17:27 | #34 |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,816
|
Is there any obscure game like this on Mac 68k?
|
01 April 2020, 16:32 | #35 | |
Registered User
Join Date: Sep 2006
Location: New Sandusky
Posts: 944
|
Quote:
Any static physical "object" needs to have only one calculation done for all of its vertices relative to the camera -- once the calculation is done for one vertex all the rest of the the vertices can be done via table lookup using trig tables and the initial calculated offset (all realtime software 3D engines back in the day did trig with tables as hardware trig was incredibly slow or nonexistent -- this is also why initially there was no FOV adjustment back in the day because changing FOV meant you had to reoptimize your tables to get good results -- using unoptimized tables made vertices jump between pixels, or made your tables unnecessarily huge in memory). A complex physical object like a fighter who has tons of independently moving limbs/clothing/hair/etc. could then be done in one of two ways. You could either store every position the fighter could be in as "frames of animation" -- essentially each frame of movement would be a unique 3D object. That way the entire fighter's offset would only be calculated once and the rest would be done with tables. This creates weird effects though like the fighter's position updating at 60 frames per second but the fighter's moves only happening at 15 or 30 frames per second, for example. In essence the fighter becomes a 3D "sprite". The other way is to break the fighter up into individual components (usually based around major skeletal segments) and store the animation as motion vectors, but this means each individual limb segment needed its own relative calculation. Anything with a hardware 3D vertex engine does this at minimum, but it was also done in software on systems that could do lots of fast multiplies. The limiting factor for number of polygons on systems that use the first method is usually not the vertex calculation but the rasterization engine, the exception being systems that had accelerated rasterization but very slow vertex calculation (solid polygon games on the A500 with stock 68000 for example). Last edited by AmigaHope; 01 April 2020 at 16:42. |
|
01 April 2020, 20:22 | #36 |
Alien Breeder
Join Date: Dec 2007
Location: Szigetszentmiklos / Hungary
Age: 46
Posts: 1,112
|
What about the character in the demo called Datablade?
Or the girl in yellow bikini in TRSI's Rise? Those prods runs quite well on a 030 based Amiga. |
01 April 2020, 20:36 | #37 |
Registered User
Join Date: Sep 2006
Location: New Sandusky
Posts: 944
|
|
01 April 2020, 20:57 | #38 |
Alien Breeder
Join Date: Dec 2007
Location: Szigetszentmiklos / Hungary
Age: 46
Posts: 1,112
|
ok, I admit. just recalled from memory... :P
|
01 April 2020, 21:30 | #39 |
Registered User
Join Date: Jul 2017
Location: San Jose
Posts: 676
|
Here’s another idea: instead of going full-out 3d; what about a 2d polygon bases fighting game? Think of Mortal Kombat, but based on AnotherWorld/Flashback technology.
It is often said that the memory consumption of the character animations is a was limiting factor on the Amiga. Polygonal animations would allow for smooth animation and may be less taxing. The lack of color would be made up by style, smoothness and good sfx. Imagine playing this: [ Show youtube player ] |
02 April 2020, 00:29 | #40 | |
Registered User
Join Date: Sep 2006
Location: New Sandusky
Posts: 944
|
Quote:
|
|
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
Similar Threads | ||||
Thread | Thread Starter | Forum | Replies | Last Post |
Found: Shadow Fighter (Was: Anime Fighter) | LaundroMat | Looking for a game name ? | 6 | 14 June 2017 20:52 |
DKB Cobra/Viper 030 (Full 030) + FPU + Ram £100 | ElectroBlaster | MarketPlace | 1 | 08 March 2013 12:52 |
DKB Viper 030 + 128mb simm for A500 030 + ram... | ElectroBlaster | Swapshop | 0 | 18 August 2012 19:48 |
[Found: Virtua Cop] shootie game with a gun | cosmicfrog | Looking for a game name ? | 11 | 05 October 2009 22:11 |
GVP G-force 030 board for A2000-problem switching between 030 and 68k | Unregistered | support.Hardware | 5 | 19 August 2004 10:04 |
|
|