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>> No.2742884 [View]
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2742884

Here we go

>> No.2739195 [View]
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2739195

>>2739119

>> No.2633475 [View]
File: 421 KB, 1600x1200, 5th-gen-hardware.png [View same] [iqdb] [saucenao] [google]
2633475

>>2628415
I'd like to post a similar chart that explains the strenghts and weakneses of those consoles. Both go well together. It's not very in depth but I think it's quite accurate and fair with each system.

>> No.2606527 [View]
File: 421 KB, 1600x1200, 1408508382282.png [View same] [iqdb] [saucenao] [google]
2606527

Here is one made by someone here on this board about a year ago feel free to use.

>> No.2605901 [DELETED]  [View]
File: 421 KB, 1600x1200, 1408508382282.png [View same] [iqdb] [saucenao] [google]
2605901

>>2605889
Here.

>> No.2562507 [View]
File: 421 KB, 1600x1200, 5th gen specs.png [View same] [iqdb] [saucenao] [google]
2562507

>> No.2445605 [View]
File: 421 KB, 1600x1200, 5th gen specs.png [View same] [iqdb] [saucenao] [google]
2445605

>>2445598

Uh-huh.
Just how fast is the cartridge port on the Neo Geo, anyway?
What does this infographic mean when 4th gen consoles would use the cartridge "like RAM"?

>> No.2411565 [View]
File: 421 KB, 1600x1200, 1431523549691.png [View same] [iqdb] [saucenao] [google]
2411565

Summary of thread

>> No.2400609 [View]
File: 421 KB, 1600x1200, 5th gen specs.png [View same] [iqdb] [saucenao] [google]
2400609

When it came to building the saturn, Sega decided to put anything in the machine if it kind of looked like it fit. Consequently it's complicated to code for or emulate and underperforms in many regards.

>> No.2377076 [View]
File: 421 KB, 1600x1200, 5th-gen-hardware.png [View same] [iqdb] [saucenao] [google]
2377076

>>2377043
We had a very nice conversation about the differences in hardware architectures of the 5th gen. We concluded (well, actually a guy who knew his shit said) that the Nintendo 64 was easily the most powerful console of its generation. What you call a mess may be some stuff that made it harder to get optimal performance from it. We were told those mainly were a very high latency RAM and textures having to mandatorily go through a texture cache. Also, even though Nintendo offered a standard one that almost everyone used, you could tweak the microcode of the GPU to define its way of working. The other "messy" stuff would probably be the cartridges.

>the playstation is the true successor to the SNES
And pretty much something you'd have expected from SEGA (instead of the Saturn). It's funny how the Dreamcast feels like the successor to the Playstation (in hardware) and the Playstation 2 is more like the Nintendo 64 (they went from simple to quite complex and unique).

Btw, in that thread I was shown this pic.

>> No.2358505 [View]
File: 421 KB, 1600x1200, 1406312972437.png [View same] [iqdb] [saucenao] [google]
2358505

>>2358504
Not sure how right it all is but here you go.

>> No.1874965 [View]
File: 421 KB, 1600x1200, 5thgen.png [View same] [iqdb] [saucenao] [google]
1874965

>>1874005
I changed the 48khz thing, thanks for that.

>>1874124
I've been reading some posts by ERP, the guy who programmed World Driver Championship for N64. He was also pretty accomplished, did his own microcode like Factor 5.

He wrote that the N64 cartridge interface isn't actually that much faster than CD-ROM. The biggest advantage of it is that it has absolutely no seek time. He said that older consoles cartridge interfaces were fast enough to run code straight off them (because their needs were less demanding), but it isn't the case with N64. He said the N64 cartridges were more accurately akin to a large mass storage device.

So I think when the Factor 5 guys described it like RAM, it was only in a figurative sense, since the low seek time meant you could stream data easily off it - but it doesn't have anything even approaching the bandwidth of real RAM.

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