Re: Atomiswave Conversions FAQ
Posted: Sat Nov 28, 2020 12:17 pm
p1pkin wrote:Ian Micheal wrote:MarkCerny wrote:
That's a Naomi 2 game. Same with Virtua Striker 3, Beach Spikers and King of Route.
It would need some extreme optimization and a significant downgrade to reprogram those games and make them run on a Dreamcast. Probably at a lower resolution mode (512*400) with blurry textures and lower polygon count, I can see them running on the Dreamcast at 60fps.
I dont think that would help at all.. Naomi 2 has 2 cpus double every thing
more like 320x240
how about "no" ? Naomi2 = Katana/Dreamcast + one more PowerVR2/HOLLY + T&L "ELAN" coprocessor. there is no "double every thing", who told you that bullshit ?
also, renderer resolution is not a problem, in average scenes N2 games do not exceed single PVR2 fill rate capabilities.
video RAM size is not a big problem too - there possible to use VQ-compressed textures instead of plain ones, with no notable difference in games, just look at Crazy Taxi for example - you will not notice a difference there if compare Dreamcast and NAOMI versions.
the real bottle necks - polygon transformations and lighting calculations, handled by ELAN in Naomi2. main SH4 CPU is too weak to calculate all of that with decent speed.
I remember i read on another forum you said the sh4 could probably do around 5k vertex per frame at 60fps with 6 lights vs naomi 2 60k vertex per frame at 60 fps with 6 lights. Yes theres just no room for a straight conversion since the sh4 is much slower.
But you also said wacky races on the dc does around 70k vertices per frame with *probably* 1 light+ambient at 30 fps. So it isnt as hopeless as it seems, you could hit similar vertex rate if you half the framerate and give up most/all of the lighting(naomi2 initial d port for psp seems to have done this). Of course this would probably require the source code of said naomi2 games , probably 0% chance of that. Just no chance of straight conversion like atomiswave due to hw difference.