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DarkBASIC Discussion / ok how bout Blitz3d vs Darkbasic

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Element Designs
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Posted: 10th Nov 2004 00:46
Blitz3d vs Darkbasic (Wonder where this treads gonna go)

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Richard Davey
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Posted: 10th Nov 2004 00:54
Based on your comments here: http://forum.thegamecreators.com/?m=forum_view&t=42231&b=10 I'd say it's not going very far at all.

"I am not young enough to know everything."
- Oscar Wilde
BatVink
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Posted: 10th Nov 2004 01:19 Edited at: 10th Nov 2004 01:20
I would suggest you go the the Blitz community, you'll be more welcome there than you have made yourself here. One tip, start off on a better standing than you have here.

Bye.

One more thing before you go...2,500 poly models won't impress the Blitz guys either. Games aren't about impressive poly counts. Quite the opposite, in fact.

BatVink
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Van B
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Posted: 10th Nov 2004 01:38
Yeah blitzcoder is a shrine to the innapropriate and mundane, you'll fit right in! . Tell them I said hello.

Seriously though, there's much more to consider than just character poly counts, like the actual game world which is more processor intensive than all your characters put together. It's all in the way you code the engine, feel free to faff about with Blitch3D for a couple of years, then come back and we'll help you figure out where you went wrong.


Van-B


It's c**p being the only coder in the village.
Element Designs
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Posted: 10th Nov 2004 01:40
I really like the darkbasic engine but im affriad of going anywere with it because ive seen other peoples games and there not impressive. About polys, Im really trying to create a high poly game and it was a simple question plus my Modeler needs to know.I already have the full version of darkbasic just to let Richard and blankey know.

PS Im Really not trying to be a jerk i just want to create an awsome game.

( Please respond )

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Rob K
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Posted: 10th Nov 2004 01:49 Edited at: 10th Nov 2004 01:52
The number of polygons you can have in a scene depends entirely on your hardware, and how those polygons are spread between different objects. If you want to test Pro's performance, just find a fairly high poly model on the net in .X format and try it. I would say that 2500 polys is just unnecessary though. Doom 3 didn't even go this far.

If you want to see good games made in DBPro, here are my pick of the bunch:

- Virtual Insanity
- The Magic Land
- Room War
- Roswell Racer
- 3D Mahjong
- Operation Invasion Evasion

Many of these are available here.


BlueGUI:Windows UI Plugin - All the power of the windows interface in your DBPro games.
Element Designs
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Posted: 10th Nov 2004 02:04
Well im trying to get a look of Final fantasy 11 thats on the computer. it basicley has grafics close to Ps2 thats why im talking about high polys. thats all i was trying to say in the first place. hay but heck i learned a few things about polys lol

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Richard Davey
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Posted: 10th Nov 2004 02:14
Can you actually make 3D models as good as those in Final Fantasy though?

I know I sure as hell can't! If I could, I'd be working for Square

You have to aim realistically. Shoot for the moon and you'll never even take off.

"I am not young enough to know everything."
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Element Designs
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Posted: 10th Nov 2004 02:20
I cant cant make models because im a programmer, but my modeler sure can.


Anything you set your mind to you can accomplish
its my dream leave it alone lol

(but do respond)

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Rob K
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Posted: 10th Nov 2004 03:01
Quote: "it basicley has grafics close to Ps2 thats why im talking about high polys."


I sincerely doubt that any PS2 game regularly uses models of 2500 polys.


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Shadow Robert
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Posted: 10th Nov 2004 03:08
Final Fantasy X/X-2/XI models for people are 1,500polygons max.
That isn't a rough estimate, that is the limit that was set for the artists.

Similarly the highest polygon monster in all 3 games was Bahumat logging in at a whopping 12,800polygons ... which is impressive but you have to consider the context that he would be the only monster on the field at any given time and the battle areas were chopped of unneccessary polygons.

If your artist is capable of that level of graphics then I would like to see a sample of his work if possible. Not to say it isn't possible you could have someone like that, but the probability of it is pretty slim.

Not trying to stomp on dreams, but it is your job to set the limitations for your artists; not the other way around. They can advice you based on thier experiences but the programmer always has the last say over what his/her engine can actually achieve.

It is the artists job to make sure you have the best graphics within that given limit; which fit the style of the title you are developing.


Element Designs
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Posted: 10th Nov 2004 03:09
Ok then what polys do you think i should use for my charcters if i want them to be high detial in darkbasic???




Help me out

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Element Designs
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Posted: 10th Nov 2004 03:14
Ok heres one of my modelers work
http://www.3dkingdom.org/index.php?module=My_eGallery&do=showpic&pid=2335&orderby=dateD
how many polys you think that scene is?

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Rob K
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Posted: 10th Nov 2004 03:18
Its very nice, but I suggest you ask your modeller how high the detail is.

In any case, it is almost certainly too high for use in-game.


BlueGUI:Windows UI Plugin - All the power of the windows interface in your DBPro games.
Element Designs
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Posted: 10th Nov 2004 03:24
Ok rob i will ask. Raven,rob how many polys do you think i should use for an rpg in darkbasic you seem as if you know alot about it i really want it to be high detial.

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Shadow Robert
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Posted: 10th Nov 2004 03:53
I would suggest you actually ask for 2,500 polygon work from your artist.

if i had to guess, rendered (with sub-division/nurbs) probably around the 4-5million mark. tell you what, i'm going to find some examples of game models; and you can tell me how many polygons you believe they are.

for Dark Basic Standard/Enhanced; I'd recommend a limit of 100,000 polygons per scene.

for Dark Basic Professional; You can lapse to around 400,000 per scene. Personally i'd recommend spending half that in DBP and using a good multi-texturing / normalisation routine.

Remember alot of Final Fantasy's awesome graphics come from manipulating what the Playstation2 can do mathematically.
Adding in Glow Effects to objects, or a Screen-Space Blur in order to give illusions of light and depth; Doing a Cross-Fade effect when switching between ranged view environments to close view battle environments.
Camera based Normalisation added to the texture, to provide some added depth and smoothness to the model surface.

It's the engine which makes the already very adapt models come to life. While DB/EHD/PRO are capable of giving you a rough engine to start from, you will still have to program alot yourself.

The camera views in FFX for example are very fixxed, running along set rails as it were; meaning each time you view a scene it is only from a very limited angle. This means that your artist would be able to delete any polygons that would not be seen; So while some brick wall might have a physical back, he would delete it becuase there is no point in rendering something the player will never see.

Game Development is 75% Design/Preparation, 20% Development and 5% Determination.


Rob K
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Posted: 10th Nov 2004 04:14
Quote: "Ok rob i will ask. Raven,rob how many polys do you think i should use for an rpg in darkbasic you seem as if you know alot about it i really want it to be high detial."


I suggest around 500-1000 for a player model, and less for other monsters. Depending on the type of game, you may be able to render really high detail scenery to an image in your modelling program, and then just place that image on a flat plane (2 polys) in the distance. This is how games such as Resident Evil (not the newest one) achieve apparently high levels of detail and still run on very old machines


BlueGUI:Windows UI Plugin - All the power of the windows interface in your DBPro games.
Element Designs
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Posted: 10th Nov 2004 04:53
ok thanks both of you, raven i think you should show me some models (i read in a thread that regular polys for ps2 was around 2500 so thats where i may have gone on the wrong foot)

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Shadow Robert
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Posted: 10th Nov 2004 06:42
i think you need to stop trying to emulate what a 128-bit purpose built machine encoded optimised console game is capable of; and try actually testing the bounderies of the languages you wish to try.

both language have trial versions; while Blitz3D will limit the amount of code you can do at once, aside from that both are fully featured.

Quote: "ok thanks both of you, raven i think you should show me some models"


no


Rob K
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Posted: 10th Nov 2004 06:45 Edited at: 10th Nov 2004 06:46
Quote: "i think you need to stop trying to emulate what a 128-bit purpose built machine encoded optimised console game is capable of; and try actually testing the bounderies of the languages you wish to try."


Any PC built with reasonable spec components within the last two or three years is more than capable of beating the PS2 at its own game.

Quote: "both language have trial versions; while Blitz3D will limit the amount of code you can do at once, aside from that both are fully featured."


The main limitation in the Blitz3D trial is the innability to compile executables.

Quote: "i read in a thread that regular polys for ps2 was around 2500 so thats where i may have gone on the wrong foot"


Maybe per scene, but definately not per character.


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Shadow Robert
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Posted: 10th Nov 2004 06:54
Quote: "The main limitation in the Blitz3D trial is the innability to compile executables."


25KB file limit too, which extends into the actual editor code windows.

Quote: "Any PC built with reasonable spec components within the last two or three years is more than capable of beating the PS2 at its own game."


Not using DarkBasic Standard/Enhanced. The Interpreted Mathematics in order to recreate the processor effects are too great; and while you could easily emulate what the PS2 can do on most ageing systems even, the fact remains that we're not talking C/C++/C# Programming here. So sacrifices and thinking outside of the box is required.
Especially given the PS2 has something that even DBP doesn't have; Direct Hardware Access!

Quote: "Maybe per scene, but definately not per character."

It could be per character, but not for Final Fantasy X/XI/X-2


Red Ocktober
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Posted: 10th Nov 2004 07:04 Edited at: 10th Nov 2004 07:07
@ Elemental...

... polycounts and models aside, both Blitz and DarkBasic Pro are gonna give you a lil joy and a lil heartache... both of em are a pain in the rear, both of em are almost equally as capable, and both of them suffer from some flaws... neither is that much better or worse than the other so as to make a bad developer turn into the next John Carmack...


also, no matter whether or not you are on one of the Blitz forums, or one of the DarkBasic forums, you're going to run into the same ill mannered, fanboy motivated, dead above the shoulders type mentality on both...

... as evidenced by the responses you've gotten from Blanky and BatVink... whomever they think they are in the real world, fortunately, they are nobody special here... ignore them and people like them, for they will try and drag you down into the world that they exist in... a world where darkness and stoopidity is the rule of law...


on the bright side, there are many developers here who do keep an open mind, and will offer sound sound advice and opinions... listen to these people...

... and good luck with your projects.

--Mike
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Posted: 10th Nov 2004 09:14
Red is right. Both languages will do the same thing pretty much. One may have some advantages over the other in some aspects, but they even up mostly. As you have said that you have DB, then code with that. Don't go buy another language when you have one. And it is really not going to be the language that is going to hold you back, but your ability/in-ability to code. Lets take the time for a story:

Lil Ted was a very small lad, who had spent most of his life reading books. He then saw a basketball game on TV, ad decided that is what he wanted to do, was be in the NBA. He realized he would need a lot of help with this, as he was short, and scrawny from reading all his life, and doing nothing physical. Lil Ted saw an ad during an NBA game commercial break for the new Nike Air Jordan IV Liquid Cooled Hydraulic basketball shoes. He saw people flying through the air, dunking the ball and breaking the rim off. "Wow! I want to do that!" he said. So Lil Ted raced out, and payed $899.99 for his new Air Jordan IVs. He watched both of the enclosed DVDs, and filled the liquid nitrogen cooling chambers in the soles. He put them on, turned them on, and he felt a wave of energy come over his feet. Lil Ted ran out to the ball field in the park by his house. He called out a few guys playing basket ball, and challenged them all to a game. They laughed, but he remained dead serious. He got the ball first. They checked it to him, and as soon as it hit his hands, he charged toward the zone. Lil Ted was trying to figure in his head which dunk he should use to insult them. He jumped, and barely got his feet off the ground. He lands flat on his face, while the other team of boys steals his shoes and his wallet, leaving him laying on the basketball court, knocked out and bleeding from his nose, shoe-less. Even though he got the best shoes for playing basketball, he still sucked.

Not trying to say you suck at coding, I have no idea, as I have never seen your work, but all I am saying is, it does not matter what system you use. One or the other is not going to make or break your chance of coding a game like FFXI. It is all up to you.

Also, what made the FFXI models so incredible, is their textures! They have some excellent texture artists over there. Yes, the models are incredible too, but a good texture artist can make a low poly model look like a high poly, and the reverse is true. A bad texture artist, who uses single color textures, can make a 12,000 poly model look like a 2,000 poly model. Yes, of course you need to have good models, but in games, where low poly count is everything, you need to have good textures to make up for lower poly counts.


"What is a game if not illusions stacked upon illusions?"
BearCDPOLD
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Posted: 10th Nov 2004 13:27
Element Designs,
You have not described your experience to us at all, and that would inhibit out ability to give you advice.

I personally find that Blitz3d had too much setup code involved when you wanted to do something as simple as load an object into the scene and texture it. DarkBasic wasn't like that, so I went with DB. You need to take the time to try coding a portion of your project in each language and figure out which would work best for you. Basically judge this with a ration of the amount of time it took you to complete the portion to the quality of work that was achieved.

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BatVink
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Posted: 10th Nov 2004 17:05 Edited at: 10th Nov 2004 18:09
Quote: "as evidenced by the responses you've gotten from Blanky and BatVink... whomever they think they are in the real world, fortunately, they are nobody special here"


Red, please get your facts straight before you try to pigeon hole me. I have the greatest of respect for a lot of people around here, and you will see that I praise people for the smallest of achievements. I also have no opinion, and don't express an opinion on Blitz Basic.

My reference is to Element's posts in other threads, such as "ok this community suxs and so does darkbasic ".

I'm giving you the benefit of the doubt here Red, assuming you didn't read the rest of his threads. Element's actually calmed down now, and is having serious discussions and learning plenty on the way, for which I give him my respect.

BatVink
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Element Designs
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Posted: 10th Nov 2004 21:44
Ya i kinda started of bad didnt i? ok to answer some questions,ive been studying gamedesign and programming for the last 5 years and ive been through 3dgs,torque,cipher,and million others and i really want to plant my foot down here

PS Ive redecided even if darkbasic isnt the best engine out there im sure gonna make an awsome game with it, i love how easy it is to program with it and my project(souljourney) is gonna be the bomb (specialy with an great community thats finnaly responded with what i have to say)

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Element Designs
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Posted: 10th Nov 2004 23:39
Wow i wish i didnt have to wait for my messages to come in (considering what i said rich probley aint gonna take me of of this moderated post thing for a year lol

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Element Designs
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Posted: 11th Nov 2004 01:46
Ok.....Isnt someone gonna reply im kinda likeing where its going tons of info about polys and games dont drop it here, oh no it might become!....A DEAD THREAD hehe lets hope not

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Juventus
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Posted: 11th Nov 2004 17:49
Sorry guys but the Ps2 can push a lot more polies than you seem to think. 2500 isn't really a huge amount these days.

http://www.cgtalk.com/archive/index.php/t-2155.html

But yes, it is always best to be conservative with your modelling. What spec machine are you aiming at?

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BearCDPOLD
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Posted: 11th Nov 2004 17:53
If you already own DB why don't you experiment?

Make scenes with varying levels of polys, and record the frame rate you get with SCREEN FPS(). Also add other memory-intensive things in there such as sprites and 3d sounds. Just random stuff, testing the capabilities.

If you want to see example games look in the Showcase, Work In Progress, and Program Announcements boards. Some that I recommend:

Star Wraith
Beware the Moon, Snow Island
Room War
Sun Crusher
Strutt Your Stuff
Vatica
Equilibrium
Firewall
Hijacker

Crazy Donut Productions, Current Project: Project Starbuks
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BatVink
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Posted: 11th Nov 2004 18:35
Here is a very easy way to test. Maybe not very scientific, but easy.

It actually requires Darkbasic Pro, but judging from your past experience I would say you will soon grow out of Classic and want Pro anyway.

Install Advanced Terrain (don't panic, it's free). You can use the example that comes with it. Run the demo, putting the FPS and Poly Count to the screen (The demo does this anyway). Make different sized copies of the heightmap (1024,512,256,128,64) and check out the stats.

Don't forget to increase the SPLIT value to cope with higher Poly Counts.

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Shadow Robert
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Posted: 11th Nov 2004 20:36 Edited at: 11th Nov 2004 20:37
Quote: "Sorry guys but the Ps2 can push a lot more polies than you seem to think. 2500 isn't really a huge amount these days."


I took the time to sit down and read that link.
Nice to see a bunch of people who have never touched these machines making nice guesses.

But that is all they are, guesses.
Unlike alot of those people, I have experience developing for the Playstation 2, GameCube, X-Box, and PC.

I can tell you roughly what the engines I've worked on allow, and what the hardware is technically capable of with raw data through-put.

When you look at a game like Final Fantasy X; people assume.
'Wow these are super high polygon'

Problem is they're not. Look at the hair on Tidus. It looks like it would be high polygon right? In total the hair comes to 28 polygons. I'm not joking. It is 2 layers one of which the vertices are adapted to animate from a weight in Maya. The top later has a transparency texture, which added with the movement gives a nice look to it. Problem is if those people were half the artist they claimed to be; they would've noticed quite evidently that Tidus' hair bends (with a visible line!) where the polygons are curved.

The reason the mesh look so smooth, is because unlike normal games, the Final Fantasy team decided to go with a different approach to shading. Where-in they use a Dot3 Phong Shading routine; It was still done per-vertex hense there are still indescripencies, but in major areas where the angles of the polygons were relatively low (ie the face) it would appear to have 2-3x more polygons than it really has.

You want a good example of this in a modern game you can literally look at the polygon details for, look at Doom3.
Almost every character in that game is under 2,000 polygons. Infact most are under 1,500 polygons.

Not only do artists have to worry about Polygons for each character but it's all the given situations.
When Tidus is running around the map, usually it is just him and the background so you have 1,500 for him... then around 25-30,000 for the map. So your not breaking the polygon bank; but when you get into a temple, your scene is still 30,000-ish BUT now you happen to have 10-15 NPCs that happen to also have 1,500 polygons.

Instantly your total scene count adds up to a huge amount.
(46,500poylgons) also you have to remember that TVs render these are 50-60FPS at relatively high resolutions (4:3) meaning the PS2 is rendering close to 2,790,000 per second.

A Pentium 2-266MHz / GeForce2 32MB / 256MB RAM, is capable of pushing around 3,000,000 poly/second total. Remember the Playstation 2 is only slightly more powerful, and we haven't even taken into consideration the screen based effects or other background tasks.

This is all of-course considering you want the entire game to actually run at full speed. GTA3 for example has horrible slow-downs, but from the polycount you can't really blame the PS2 for struggling. It is ageing technology.

Remember even the X-Box struggles with a game like Unreal Tournament, who models are generally around the 2,500 polygon mark.

[post.edit]
Sorry but this gave me a chuckle

Quote: "I personally think you can base current poly budgets on what massivly multi player games are doing. Starwars online for instance recently mentioned that there NPC models are 3000 polys and I know for a fact that many of there creature models are 5000+ polys .It really does depend on what platform you are talking about though

In my opnion the fallowing would probebly be close.

PC : 2000- 3000 polys for character models

PS2: 3-5000 polys would be pretty normal

Cube : 3-8000 polys is absolutly normal

x-box : 5000-15,000 poys is normal.

I do personal work on my portfolio from time to time and I usually shoot for 2-3000 poly models but there are certainly none forward thinking art director types who would toss your portfolio in the trash if you sent them anything over 1000-1500 polys. Then again I don't want to work on projects who shoot for the lowest budget PC's . Well unless it was the sims

I think that once you can get 5-10 poly characters how much more realistic do you need to get?? I wish they would put there efforts into things like RAM technology so we can use higher res textures and bump maps and other things that can give game models are more realistic feel. Ohh and some real-time lighting would be nice.

With like x-box 2 and PS3 we are gonna say"hey maybe we can build 10-20,000 poly models but at what expense??" I mean it already takes huge amounts of time to build and texture characters soon we are going to be moving into FILM time with these models ( 3-8 weeks )"



Element Designs
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Posted: 11th Nov 2004 20:58
Lol, i would get darkbasic pro but im kinda on a low budget so right now im gona have to stick with Db....unless i can make a game with the 100 day trial version (doubt it). Raven/whoever Should i use about 1800 polys for the game or alittle less???


P.s ...Wonder if DBPro's on imesh lol j/k

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Element Designs
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Posted: 11th Nov 2004 21:00
Oh ya and i'll mess around with some high polys to see what it does in DB

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BatVink
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Posted: 12th Nov 2004 00:09
Just a question, not trolling...

Quote: "you have to remember that TVs render these are 50-60FPS at relatively high resolutions (4:3)"


I thought TV resolution was around 720 * 480, and 29.97 frames per second (interlaced to 60) on the AV channels, and less on the standard channels.

Does that not mean you can get away with more detail on a TV based console? Surely that's easier to process than 1024 * 768 @ a true 60 FPS?

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Red Ocktober
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Posted: 12th Nov 2004 00:44 Edited at: 12th Nov 2004 00:50
not trolling either...

regarding your reply above about pigeon holing you and you giving me the benefit of the doubt...

... the thread has moved on, so no further comment is really necessary, but i'd just like to let you know...

1- i wasn't button holing you, my response was aimed at Elemental...

2- i am sooo gratefull for you giving me the benefit of the doubt up there... as opposed to what...


back on topic, sorry, i don't know nuthin about technical facts regarding tvs and such, so i can't add much there... and as far as consoles go, i very rarely play with em...

.. but i would imagine that they would have connections for the newer hi res and HD sets, which might be a different ball of wax altogether.

but like i said, i really don't know...


--Mike
Chris K
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Posted: 12th Nov 2004 00:48
With a scart cable I think the res is higher.
Shadow Robert
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Posted: 12th Nov 2004 00:49
Unfortuntately not.
There are 2 variations on resolution.

PAL (Europe/Japan) 720x576 50Hz
NTSC (America) 720x480 60Hz

Now something you have to remember about this is that Scanline (RF) signals encode alternative lines. Which means while it is rendering 50/60x per second, it is only doing half the screen each time.
For Streaming Signals, you can optimise them so that you only save the alternative data you need; unfortunately, Computers/Consoles do not have the luxury of optimisation.

It would actually take more work to render out alternative lines, than to just render out 2 frames and let the TV Scanline render. Due to this fact though, that each frame you see is actually technically 2; it provides a form of natural aliasing that you have no doubt heard about.

Further more remember that GameCube games must be able to also run effectively at 1280x720 100Hz because the console itself automatically adapts for HDTVs. Some X-Box games posses this ability as well.
Not to mention all consoles will adapt for WideScreen TVs.

So really as far as a console developer is conserned the engine must run at a reasonable speed, even at some pretty extreme resolutions.
Also Remember that the Playstation2 does not actually have a dedicated graphics processor, it has a 3D Unit. This means that basically every processing operation is done on the CPU and not on a dedicated GPU.

Basically cast your mind back to when Quake2 was just out and 3D Accelerators were still quite new.
Remember trying to play it in Software mode?

Effectively the whole power struggle is like:
XB - Pentium 200 MMX / 32MB / VooDoo
GC - Pentium 150 Pro / 16MB / PowerVR
PS2- Cyrix 150+ / 8MB / ViRGE

While the PS2 is capable of running Quake2 in software mode, it obviously lacks the power and features needed to compete with the XB/GC which can run Quake2 in OpenGL. As such the PS2 will use more of the processor power to do similar shading and such at the cost of cutting the models polygons by say 1/3rd.

That's effectively how it all works. This all said the amount of polygons you can physically shift depends heavily on your engine, what other effects are going on, if your trying to use a physics engine, etc..


Van B
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Posted: 12th Nov 2004 01:13
People often think the PS2 is up there with the next gen consoles (GCube, XBox) but really it's down there, beside the Dreamcast, in fact the Dreamcast can handle more textures and higher res textures than the PS2. Really, if you use the figures Raven quoted as a guide, like 30k polygons for your level, and 20k for all your characters - your game will usually run fine, this means that if you only want 10 characters, you can spend 2,000 polys on them, if you want 20, then it's 1,000 polys each. If you can find an excuse to hide the face, or at least part of it - you can really chop those polys down. For example, I recently made a 850 polygon character, but 300+ polygons of that were the head, everything but the head weighed in at 550 polygons. That's designed for a game with upto 32 characters in a terrained environment with a lot of level scenery. On my 1.1ghz Athlon with 512k and an FX5200, I usually get >30fps - I don't often get >30fps in commercial games.


Van-B


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Juventus
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Posted: 12th Nov 2004 01:57
Quote: "But that is all they are, guesses."


Well I'm not saying I agree with everyone there. But all that I have read (which is quite a lot) would support my statement. Yes I am quite aware of all the fancy fandangled shading that goes on these days too. Some people do need to keep up with these things.

No TVs are not generally high resolution - yet.

Quote: "relatively high resolutions (4:3)"
? That's an aspect ratio, not a resolution. Furthermore the resolution has nothing at all to do with your little per sec calculation.

Comparing a Pentium 2-266MHz / GeForce2 32MB / 256MB RAM to a Ps2 gave me quite a chuckle.
Are you comparing a machine's theoretical performance to "real world" figures?

Quote: "rendering close to 2,790,000 per second"


It's interesting then that I've read Jason Rubin saying that they (Naughty Dog) broke 10 million in early testing for the first Jak & Daxter game. J & D 2 has supposedly doubled this figure, and the main characters are something like 10-15k polygons. I get the impression that there are a lot of developers who have no idea how to push the machine.

Just trying to support my statement, I'm not looking to start a war

So what projects have you worked on? It's not often you come across a professional with such a breadth of experience around here.

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Element Designs
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Posted: 12th Nov 2004 03:25
Experience maybe in other engines but not really in darkbasic, im really just getting the hang of DB and its quite simple so my project (Soul journey) should be a breeze. Other projects well ive worked on the c&c series redalert,tibsun,redalert 2 till EA took over and i got fired lol. but now im trying to start my own gaming company and i think darkbasics a simple engine that i can get my project done the fastest in.

P.S Element Designs websites going to be up soon i will post a link when its done.

Element designs team
Shadow Robert
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Posted: 12th Nov 2004 12:37 Edited at: 12th Nov 2004 12:40
Quote: "? That's an aspect ratio, not a resolution. Furthermore the resolution has nothing at all to do with your little per sec calculation."


4:3 is a standard resolution which depicts either PAL or NTSC, although you can use it as the aspect ratio of the resolution provided... it is term given to standard Television resolutions.

and on the contrary, the resolution has one HELL of a big role to play in how many polygons you can push.

Quote: "Comparing a Pentium 2-266MHz / GeForce2 32MB / 256MB RAM to a Ps2 gave me quite a chuckle.
Are you comparing a machine's theoretical performance to "real world" figures?"


Actually from real world figures, running Linux on the PS2 and the comparitive PC. Recording the MIPS/MFLOPS of the processing ability, using Dhrystone 2.1; then going on to record the 3D records of the same. (MIPS=Integer/MFLOPS=Floating)

The PS2 can only render up to 8million polygons at any given time, this drops to 5million textured. That is provided a Transform and Lighting Pipeline, and a Tri-Strip culling method.

What your looking at is 100,000polygons per scene being what you can comfortably render. While you can technically double this to drop the framerate to 30fps rather than 60fps it will lower the quality of the rendered output. Even still tht only equates to 200,000polygons per scene ... meaning your still only hitting around 12million.

The visible output, is often sketchy. Lower Quality rendering (more jaggies), less smooth rendering appearance to the point of the occasional jerk. That is just pure polygon rendering too, we're not even onto music/physics/ai/etc..

Not to mention even to come close to theorectical scores, machines usually need to be running in pure environments and even they dont ever meet the theorectical.

Quote: "It's interesting then that I've read Jason Rubin saying that they (Naughty Dog) broke 10 million in early testing for the first Jak & Daxter game. J & D 2 has supposedly doubled this figure, and the main characters are something like 10-15k polygons. I get the impression that there are a lot of developers who have no idea how to push the machine."


I don't believe that.

Quote: "Other projects well ive worked on the c&c series redalert,tibsun,redalert 2 till EA took over and i got fired lol."


only Command&Conquer was released under a seperate label. EA were the publishers of Westwood (EA Pacific) for RA/TS/RA2; and infact RA2 was developed by another branch of Westwood.


BearCDPOLD
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Posted: 12th Nov 2004 13:08
Isn't he referring to when EA closed Westwood and laid off and moved a bunch of employees around? Perhaps he was talking not about taking over westwood but taking over development of the series, y'know..Generals.

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Sir Spaghetti Code
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Posted: 14th Nov 2004 06:40
I have no idea why peole ar trying to argue that the PS2 can compete with a PC on any scale these days. Maybe when the PS2 was realesed it could compete with a PC from those days, like a P2 400mHz 64mb RAM with a 32 mb vid card. Any new PC with a good vid card and a decent video card can blow away the PS2 on any front. Most console games coming out there days on all 3 major systems are having to be toned way down to work on the PS2. Just look at the last Sonic game that came out, Sonic Heros. The PS2 version is much slower and grainier than the GC or XBox versions, and for good reason. The PS2 is older than those systems!


"What is a game if not illusions stacked upon illusions?"
empty
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Posted: 14th Nov 2004 09:15 Edited at: 14th Nov 2004 09:17
Before the TV discussion goes completely wrong...
While it's true that most of Europe uses PAL, Japan uses NTSC (NTSC-M to be more precise). 4:3 does not describe a resolution (except you have a screen 4 pixels wide and 3 pixels high) but the aspect ratio. Common or garden TVs have either an aspect ratio of 4:3 or 16:9. TV sets historically work in interlaced mode that means that first all odd lines are drawn and then all even lines (half frames). So a complete screen is painted approxamately 30 times (NTSC) or 25 times (PAL) per second. Any console will put out interlaced signals in order to work with all TVs. And by the way, noone I know would use an RF modulator output these days.

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Shadow Robert
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Posted: 14th Nov 2004 10:21
Quote: "Japan uses NTSC (NTSC-M to be more precise)."


o_0 erm... oki, should i take it that is through web-research?

Quote: "4:3 does not describe a resolution (except you have a screen 4 pixels wide and 3 pixels high) but the aspect ratio."


erm... yeah, well i'd suggest you sit down and do your research on Digital Television Standards then; your statement is only true as a blanket statement for all Visual Devices, but we're not talking about all Visual Devices here; only Television (Home Entertainment) Units.

Quote: "TV sets historically work in interlaced mode that means that first all odd lines are drawn and then all even lines (half frames). So a complete screen is painted approxamately 30 times (NTSC) or 25 times (PAL) per second."


I believe I said that above in quite alot more detail.

Quote: "Any console will put out interlaced signals in order to work with all TVs. And by the way, noone I know would use an RF modulator output these days."


Consoles output Analog/Digital Visual Signals; the converstion to an RF Scanline output or RGB Progressive Scan however is down to the attachment between the Analog Output and Television Input.

Quote: "Isn't he referring to when EA closed Westwood and laid off and moved a bunch of employees around? Perhaps he was talking not about taking over westwood but taking over development of the series, y'know..Generals."


Really? See, something of that all sounds quite suspect to me..
Quit frankly I don't want to go over the history of this all again, but i'm sure someone would google to try and prove me wrong if i did... so lets just cut out the middle-man and someone can do thier homework without any 'personal vendetta' pushing them on.


Kevin Picone
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Posted: 14th Nov 2004 13:22 Edited at: 10th Apr 2022 16:51
Quote: " I get the impression that there are a lot of developers who have no idea how to push the machine. "


Yes, it would indeed appear so.
Sony have been facing the same type of 'cache it' mentality modern programmers that grown think are necessary. Which is backwards step in multimedia terms. Lots of big caches, connected through small buses. Equals a lot of waste time copied memory..
Sega had much the same style of fight with the Saturn. Purely from programmers inability or unwillingness to program the multi processor architecture.

Quote: "The PS2 can only render up to 8million polygons at any given time, this drops to 5million textured. That is provided a Transform and Lighting Pipeline, and a Tri-Strip culling method.
"


Without the Polygon size, that's just another useless statistic..

For example, My software render in VW can render easily 100K or more polygons per frame. Which sounds impressive until you read the fine that print, that the test polygons size, in order to reach the through put, would have to be 1 texel in size..

But it sounds good to people who like big numbers and who are easily attracted to flashing neon lights..


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Shadow Robert
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Posted: 14th Nov 2004 14:16
Quote: "Without the Polygon size, that's just another useless statistic.. "


o_0 erm .. that is possibly the dumbest thing i've heard you say.
the playstation runs on an OpenGL engine, that API (like any other) utilises the 3D hardware to firstly draw the based on positional points, which will run through the pipeline at the exact same speed simply because it is 3 floating point values calculating (not even drawing) the external points within screen space.

it will then go onto calculating the visible draw cull of the polygons based on zdepth. fill/shade, then texture.

once the drawing is handed over to the pixel area; everything is already plotted and all it is doing is basically a screen draw operation; so the speed of that depends almost solely the speed of the pixel drawing.

o_0 i mean, you knew all that.. or i would've though your would've.
at any rate the engine specifically cuts down on the rendering size and everything is actually theoretical numbers until it actually starts to render; that stuff is already precalculated based on screen space. In the PS2s case would be 720x480/512, while it would be alot quicker to physically render 1,000,000 texel size polygons; you can't forget the zdepth of the scene. That many polygons that small would cause the zdepth buffer to have a fit.


empty
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Posted: 14th Nov 2004 19:49 Edited at: 14th Nov 2004 19:51
Actually my above post wasn't written by me, but my brother who visisted me yesterday. Believe me, he knows his stuff, he's (professionally) in TV and Video electronics since 25 years.

Quote: "o_0 erm... oki, should i take it that is through
web-research?"

You can find that fact in service manuals of nearly every TV set and even in user manuals of DVD players.

Quote: "erm... yeah, well i'd suggest you sit down and do your research on Digital Television Standards then; your statement is only true as a blanket statement for all Visual Devices, but we're not talking about all Visual Devices here; only Television (Home Entertainment) Units."

Oh, yes. This is bs.

Quote: "I believe I said that above in quite alot more detail."

Actually, no. You didn't say it more detailed. Quite the opposite.

Quote: "Consoles output Analog/Digital Visual Signals; the converstion to an RF Scanline output or RGB Progressive Scan however is down to the attachment between the Analog Output and Television Input."

RF means Radio Frequency (sometimes also refered to as HF, High Frequency) and has itself little to do with scan lines of TV devices or the difference between interlaced scan or progressive scan. Even TV sets with a composite input don't necessarily understand progressive scan signals.

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Kevin Picone
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Posted: 14th Nov 2004 23:57
Quote: " o_0 erm .. that is possibly the dumbest thing i've heard you say.
"


Gezz I guess I should be insulted by that cutting retort. Although considering the source, aka the village idiot.. this only bring tears of laugher..

Quote: " the playstation runs on an OpenGL engine, that API (like any other) utilises the 3D hardware to firstly draw the based on positional points, which will run through the pipeline at the exact same speed simply because it is 3 floating point values calculating (not even drawing) the external points within screen space.
"


So in what reality does this have any relevance to your sketchy 'plucked out of thin air' bench mark posted above ?. transformation/rejection/clipping/lighting are not equated as rendering. How the vertex are generated is irrelevant.

Polygon performance (the rendering of polygons) is a direct relationship of the texel performance (the cost to draw/transform one pixel). You can't equate a meaningful polygons per second rating without knowing number of texels per polygon, thus the expense per texel.

Arbitrary polygon per second figures are absolutely meaningless with knowing conditions of the test.


Quote: "
it will then go onto calculating the visible draw cull of the polygons based on zdepth. fill/shade, then texture.
once the drawing is handed over to the pixel area; everything is already plotted and all it is doing is basically a screen draw operation; so the speed of that depends almost solely the speed of the pixel drawing.
o_0 i mean, you knew all that.. or i would've though your would've.
"


Well there are those of us who written 3D engines and those who read about developing them and like to regurgitate semi digested knowledge as fact..


Quote: "
at any rate the engine specifically cuts down on the rendering size and everything is actually theoretical numbers until it actually starts to render; that stuff is already precalculated based on screen space.
In the PS2s case would be 720x480/512, while it would be alot quicker to physically render 1,000,000 texel size polygons; you can't forget the zdepth of the scene. That many polygons that small would cause the zdepth buffer to have a fit.
"


any negative underflow from rendering depends on the distribution of the test polygons. If there all rendered in the one spot, the test is flawed from the get go. There's plenty of space on a screen that size however ie 1,000,000/(720*480) = overdraw ratio of 2.9 with even distribution.

Kevin Picone
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