Xenocider/Project Q

Moderators: pcwzrd13, deluxux, VasiliyRS

User avatar
DCGX
Vagabond
Posts: 793

Re: Xenocider/Project Q

Post#441 » Mon Mar 08, 2021 2:53 pm

hombreimaginario wrote:
sgmx wrote:Thanks for all the details and sorry if you feel I’m nitpicking :(
Again congrats for this great achievement and I hope all the positive feedback will motivate you for a new project :)
What happened to Ameba ? Have you definitively abandoned it ?

No worries at all. I know sometimes I can get a bit on the defensive side but that's only because I'm a bit stressed after answering like a thousand eamils and posts a day xD

Ameba is indefinitely on hold. We couldn't find an artist who would be committed enough to creating the tons of original artwork needed to make it a reality while, well, not getting any money for it until the game is released. We made Xenocider in our free time with no budget, after all.

We have 3 other potential projects in the pipeline, though. Once most of the physical copies of Xenocider are sold, we can get back to work and maybe announce what the next one will be :)


That's sad, yet understandable, about 'Ameba.' I eagerly await any future announcements though.

User avatar
hombreimaginario
Developer
Posts: 349
Contact:

Re: Xenocider/Project Q

Post#442 » Tue Dec 28, 2021 10:40 am

Hi guys. It's been quite a while since my last visit.

As you may already know, physical copies are sold out on our store, but there are still some available on PixelHeart, Dragonbox and others.

If you are interested in legally downloading it as a CDI file to use it in your GDemu or MODE, digital editions are available here:
https://retrosumus.com/product/xenocide ... l-edition/
https://retrosumus.com/product/xenocide ... l-edition/

A remastered, HD version of the game is coming to modern platforms next year. You can try a new demo on Steam:
https://store.steampowered.com/app/1717180/Xenocider/

Also, VideoGames New York is producing a new physical run, with new cover artwork in their usual reversible US/JP style. This is of course licensed by our team and we are really looking forward to it :)

Last but not least, while we keep working on the last bunch of assets for the remaster, we are also in the early stages of our next project, which will be multiplatform (yes, including Dreamcast) if things go well.

Happy Holidays everybody! :D

User avatar
dubcity
Super Sonic
Posts: 1576

Re: Xenocider/Project Q

Post#443 » Tue Dec 28, 2021 11:18 am

Nice. Thanks for the digital purchase. Happy you guys are doing well. Looking forward to your next game.

User avatar
fafadou
Gold Lion
Posts: 1652

Re: Xenocider/Project Q

Post#444 » Tue Dec 28, 2021 4:16 pm

hombreimaginario wrote:Last but not least, while we keep working on the last bunch of assets for the remaster, we are also in the early stages of our next project, which will be multiplatform (yes, including Dreamcast) if things go well.

Happy Holidays everybody! :D


Happy holidays to you, hope you could rest since the end of the Dreamcast release.

Can't wait the next teaser, very impatient to watch it !

Cass
MegaDeath
Posts: 225

Re: Xenocider/Project Q

Post#445 » Wed Dec 29, 2021 7:15 pm

Just ordered my digital copy. Thank you so much for preserving and finishing this project.

retro
lithium
Posts: 47

Re: Xenocider/Project Q

Post#446 » Wed Dec 29, 2021 8:46 pm

hombreimaginario wrote:Hi guys. It's been quite a while since my last visit.

As you may already know, physical copies are sold out on our store, but there are still some available on PixelHeart, Dragonbox and others.

If you are interested in legally downloading it as a CDI file to use it in your GDemu or MODE, digital editions are available here:
https://retrosumus.com/product/xenocide ... l-edition/
https://retrosumus.com/product/xenocide ... l-edition/

A remastered, HD version of the game is coming to modern platforms next year. You can try a new demo on Steam:
https://store.steampowered.com/app/1717180/Xenocider/

Also, VideoGames New York is producing a new physical run, with new cover artwork in their usual reversible US/JP style. This is of course licensed by our team and we are really looking forward to it :)

Last but not least, while we keep working on the last bunch of assets for the remaster, we are also in the early stages of our next project, which will be multiplatform (yes, including Dreamcast) if things go well.

Happy Holidays everybody! :D


Will the cover art be embedded in the CDI? :)

User avatar
hombreimaginario
Developer
Posts: 349
Contact:

Re: Xenocider/Project Q

Post#447 » Mon Feb 28, 2022 6:56 am

Hey guys,
As some of you know, there's a very limited reprint coming from Wave (EU/UK), in a more PAL-looking style :P

https://www.wavegamestudios.com/shop/xenocider
Image

Of course, if your DC uses GDemu or MODE, digital editions are still available from our store:
https://retrosumus.com/product/xenocide ... l-edition/
https://retrosumus.com/product/xenocide ... l-edition/

And remastered version of the game is also coming to modern platforms soon.
Demo availalable on Steam:
https://store.steampowered.com/app/1717180/Xenocider/

retro wrote:Will the cover art be embedded in the CDI? :)

I'm afraid we didn't think of that. I'll ask Chui if we can!

User avatar
Ian Micheal
Developer
Posts: 5994
Contact:

Re: Xenocider/Project Q

Post#448 » Mon Feb 28, 2022 7:46 am

Ever think of one day updating the dc version with the better textures as well...
there has been advancing in kos and gldc to allow bigger textures and non fragment so yalloc..
chui might not be up to date with..There Was vram fix to kos which solved and restored full vram use which was not around when he compiled the dc version by kazade.. was a bug in kos that caused memory leak for 19 years.. which all things have unless it's compiled with the new kos update...

up to 1.5mb of vram is restored chui did not have developing this game..

example i looked at the pc textures this is simulant on dc for sure updated textures could be worked into the old release as well..
FL92JZoXsAco7z_.png

It's also now faster then kgl libgl or any of them

benchmark hardware

Code: Select all

 ```OUTPUT:>   Average Frame Rate: ~60.039314 fps (411029 pps)
OUTPUT:> Beginning new test: 6876 polys per frame (412560 per second at 60fps)
OUTPUT:> 3D Stats: 2611 VBLs, frame rate ~58.823528 fps
OUTPUT:> arch: shutting down kernel
OUTPUT:> maple: final stats -- device count = 1, vbl_cntr = 2630, dma_cntr = 2617
OUTPUT:> vid_set_mode: 640x480 VGA
STATE:> Upload processus completed on 1/20/2022 - 06:18:48, Exit Code : 0```

does not eat vram..

Example dc
xenocider-dreamcast-desert-dark.png

example new update pc
ss_a035d6f3996dd564cec2d3e2517d2a36865e7276.1920x1080.jpg


Low poly models are not pushing dreamcast textures are what it does best..

my other benchmark rendering 7 vf4 ps2 models at once shows this
OUTPUT:>OUTPUT:> FPS: 60 hz
OUTPUT:> PVR render time: 11.67 ms
OUTPUT:> Submit time: 15.58 ms
OUTPUT:> Big count: 7 cat(s)
OUTPUT:> Average time per Big: 2.23 ms
OUTPUT:> Poly per frame: 53739
OUTPUT:> Poly per sec: 3224340
OUTPUT:> Vert buff used: 2188336 (2936012)
OUTPUT:> FPS: 30 hz
OUTPUT:> PVR render time: 11.49 ms
OUTPUT:> Submit time: 17.91 ms
OUTPUT:> Big count: 8 cat(s)
OUTPUT:> Average time per Big: 2.24 ms
OUTPUT:> Poly per frame: 61416
OUTPUT:> Poly per sec: 1842480
OUTPUT:> Vert buff used: 2500456 (2936012)


https://streamable.com/wk8hqu

almost 54k per frame with lighting..
took me going to 8 models to force to 30fps

cloofoofoo
Dreamcast Swirl
Posts: 534

Re: Xenocider/Project Q

Post#449 » Mon Feb 28, 2022 9:29 am

Ian Micheal wrote:Ever think of one day updating the dc version with the better textures as well...
there has been advancing in kos and gldc to allow bigger textures and non fragment so yalloc..
chui might not be up to date with..There Was vram fix to kos which solved and restored full vram use which was not around when he compiled the dc version by kazade.. was a bug in kos that caused memory leak for 19 years.. which all things have unless it's compiled with the new kos update...

up to 1.5mb of vram is restored chui did not have developing this game..

example i looked at the pc textures this is simulant on dc for sure updated textures could be worked into the old release as well..
FL92JZoXsAco7z_.png
It's also now faster then kgl libgl or any of them

benchmark hardware

Code: Select all

 ```OUTPUT:>   Average Frame Rate: ~60.039314 fps (411029 pps)
OUTPUT:> Beginning new test: 6876 polys per frame (412560 per second at 60fps)
OUTPUT:> 3D Stats: 2611 VBLs, frame rate ~58.823528 fps
OUTPUT:> arch: shutting down kernel
OUTPUT:> maple: final stats -- device count = 1, vbl_cntr = 2630, dma_cntr = 2617
OUTPUT:> vid_set_mode: 640x480 VGA
STATE:> Upload processus completed on 1/20/2022 - 06:18:48, Exit Code : 0```

does not eat vram..

Example dc
xenocider-dreamcast-desert-dark.png
example new update pc
ss_a035d6f3996dd564cec2d3e2517d2a36865e7276.1920x1080.jpg

Low poly models are not pushing dreamcast textures are what it does best..

my other benchmark rendering 7 vf4 ps2 models at once shows this
OUTPUT:>OUTPUT:> FPS: 60 hz
OUTPUT:> PVR render time: 11.67 ms
OUTPUT:> Submit time: 15.58 ms
OUTPUT:> Big count: 7 cat(s)
OUTPUT:> Average time per Big: 2.23 ms
OUTPUT:> Poly per frame: 53739
OUTPUT:> Poly per sec: 3224340
OUTPUT:> Vert buff used: 2188336 (2936012)
OUTPUT:> FPS: 30 hz
OUTPUT:> PVR render time: 11.49 ms
OUTPUT:> Submit time: 17.91 ms
OUTPUT:> Big count: 8 cat(s)
OUTPUT:> Average time per Big: 2.24 ms
OUTPUT:> Poly per frame: 61416
OUTPUT:> Poly per sec: 1842480
OUTPUT:> Vert buff used: 2500456 (2936012)


https://streamable.com/wk8hqu

almost 54k per frame with lighting..
took me going to 8 models to force to 30fps

I asked in the other topic but you never answered. Did you ever check how much you can push per frame max at 30 fps? If you pushed beyond 3mpps at 60fps , you should be able to do it at 30 fps( 100k tris per frame). Provided you have vertex buffer memory.

User avatar
Ian Micheal
Developer
Posts: 5994
Contact:

Re: Xenocider/Project Q

Post#450 » Mon Feb 28, 2022 10:10 am

cloofoofoo wrote:
Ian Micheal wrote:Ever think of one day updating the dc version with the better textures as well...
there has been advancing in kos and gldc to allow bigger textures and non fragment so yalloc..
chui might not be up to date with..There Was vram fix to kos which solved and restored full vram use which was not around when he compiled the dc version by kazade.. was a bug in kos that caused memory leak for 19 years.. which all things have unless it's compiled with the new kos update...

up to 1.5mb of vram is restored chui did not have developing this game..

example i looked at the pc textures this is simulant on dc for sure updated textures could be worked into the old release as well..
FL92JZoXsAco7z_.png
It's also now faster then kgl libgl or any of them

benchmark hardware

Code: Select all

 ```OUTPUT:>   Average Frame Rate: ~60.039314 fps (411029 pps)
OUTPUT:> Beginning new test: 6876 polys per frame (412560 per second at 60fps)
OUTPUT:> 3D Stats: 2611 VBLs, frame rate ~58.823528 fps
OUTPUT:> arch: shutting down kernel
OUTPUT:> maple: final stats -- device count = 1, vbl_cntr = 2630, dma_cntr = 2617
OUTPUT:> vid_set_mode: 640x480 VGA
STATE:> Upload processus completed on 1/20/2022 - 06:18:48, Exit Code : 0```

does not eat vram..

Example dc
xenocider-dreamcast-desert-dark.png
example new update pc
ss_a035d6f3996dd564cec2d3e2517d2a36865e7276.1920x1080.jpg

Low poly models are not pushing dreamcast textures are what it does best..

my other benchmark rendering 7 vf4 ps2 models at once shows this
OUTPUT:>OUTPUT:> FPS: 60 hz
OUTPUT:> PVR render time: 11.67 ms
OUTPUT:> Submit time: 15.58 ms
OUTPUT:> Big count: 7 cat(s)
OUTPUT:> Average time per Big: 2.23 ms
OUTPUT:> Poly per frame: 53739
OUTPUT:> Poly per sec: 3224340
OUTPUT:> Vert buff used: 2188336 (2936012)
OUTPUT:> FPS: 30 hz
OUTPUT:> PVR render time: 11.49 ms
OUTPUT:> Submit time: 17.91 ms
OUTPUT:> Big count: 8 cat(s)
OUTPUT:> Average time per Big: 2.24 ms
OUTPUT:> Poly per frame: 61416
OUTPUT:> Poly per sec: 1842480
OUTPUT:> Vert buff used: 2500456 (2936012)


https://streamable.com/wk8hqu

almost 54k per frame with lighting..
took me going to 8 models to force to 30fps

I asked in the other topic but you never answered. Did you ever check how much you can push per frame max at 30 fps? If you pushed beyond 3mpps at 60fps , you should be able to do it at 30 fps( 100k tris per frame). Provided you have vertex buffer memory.


I did not try it yet I will let you know.. Point being this game was built with old kos with many corrected faults included broken spu_dma for sound.. No way this pushing things to the max..

I seen on debug what version of kos .. This is before all those fixes the pvr driver used in this game is 100% broken with a memory leak and restricted vram.. And broke spu dam and other things.. Better textures could be used now then before..

Fundamental error in the kos pvr driver handling vram.. It Only has 3.5mb in any older version of kos and it fragments causing a memory leak.. Useable after double buffer for example.. Yalloc in gldc solves this problem not using pvr malloc but it's own allocator..Meaning you can flush and reuse with out losing Vram over time..

I dont see why better textures could not be used in this game with the help of TapamN's and moops sh4 lib still hit 60fps..

  • Similar Topics
    Replies
    Views
    Last post

Return to “New Games”

Who is online

Users browsing this forum: No registered users