- This topic has 5 replies, 4 voices, and was last updated 20 years, 6 months ago by Anonymous.
May 22, 2003 at 11:10 pm #2793Jamie McKeymaster
On the note of my bitch about Nintendo, just noticed this article on BBC News Online
Gamecube ‘may die out’ http://news.bbc.co.uk/2/hi/business/3049609.stm
‘Even Nintendo has admitted that Sony has done much better at targeting customers who are over 18, the fastest-growing market segment in North America and Europe.’
I wonder why, when they make it so much hassle to even contact them let alone deal with them.
Has anyone here ever worked for Nintendo, or on a Nintendo console product?
May 30, 2003 at 11:17 am #9325AnonymousInactive
From what I know of Nintendo, they have retro views on outsourcing work to others. They seem to not even want third party suport.
May 30, 2003 at 5:42 pm #9328AnonymousInactive
As an artist i’ve worked on the old n64 and the ps1, even though the N64 only had a tiny amount of texture memory, it certainly looked better than the ps1, and the ps1 had that nasty polygon subdivision which made textures “swim” when polys were clipped by the screen. I just finished a game that runs on PS2 and Gamecube, and we ended up using the PS2 as the “worst case” scenario for development, in other words we’d make the art to look good on the ps2 knowing that it would look even better on the GC. And the ps2 still does the same polygon division, but much less. we did have some trouble with alpha channels on the GC though.
Also not concerning myself with marketing or sales or numbers or any of that stuff, its way way easier to get final aproval from nintendo than from sony. Sony’s aproval process can be scary, they can take a long time and are very strict.
June 3, 2003 at 10:11 am #9340AnonymousInactive
ps1 had that nasty polygon subdivision which made textures “swim” when polys were clipped by the screen.[/quote:fe84c0dcbc]
Wasn’t that to do with the fact that the ps1 did affine texture mapping, assuming the equation to map from screen-space to texture-space was linear. The linear equation and the true equation differ most when the polygon is close to the view-point resulting in a warping.
June 3, 2003 at 6:05 pm #9347AnonymousInactive
eek! I plead Art Brain but you may well be right.
the way it was explained to me back then was that it was as simple as the lack of an extra decimal place in the UV coordinates. so that when a mapped poly is clipped by the screen the ps1 had to calculate frame by frame the apropriate uv’s to keep the texture correctly mapped, but because of the lack of an extra few decimal places in the coordinates it would keep rounding out and causing the jigger or swimming.
If that makes any sense!
June 3, 2003 at 6:27 pm #9348AnonymousInactive
A way to combat warping introduced by affine texture mapping was to subdivide polygons until the linear equation matched the actual equation more closely.
And and as you described, another big problem with the ps1 was that it only supported integer texture coordinates. Points introduced by subdivision would rarely have integer texture coordinates so the snapping to the nearest integer caused a jitter.
I suppose it’s all history now, but interesting to look back to see how the consoles evolved. Only a few years ago, consoles didn’t support floating-point texture coords whereas new hardware can even handle floating-point framebuffers.
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