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Some interesting Sega Dreamcast science I've been doing on the side recently... Here's a direct hardware capture of a tech demo of Bruce's aptly-named "Dreamcast Mesh Shit," featuring assets from... Uhhh... I don't even know where he jacked these from... 😂 ANYWAY, the main thing I've been working on...

49,078 次观看 • 3 个月前 •via X (Twitter)

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Been optimizing my ASS OFF now that jnmartin has pushed all of his progress on his Star Fox 64 Sega Dreamcast port to a private GitHub repo to collaborate with a bunch of us DC devs before release. MAN this thing is HIGHLY optimized already... We're essentially running a high-level emulator for the N64's RSP coprocessor, doing graphics transforms, matrix math, and display list conversions not only on the main SH4 CPU, but also sitting atop a high-level OpenGL driver, in real-time. Not only that, but once again, we're doing all audio synthesis and mixing also on the main SH4 CPU, so this thing is doing a literal asston on the main CPU with what might seem like a relatively straightforward port. 99% of the time, everything runs flawlessly, but when you drop a bomb on a shitfest of enemies in a densely populated area, as with the N64 original, the FPS can dip momentarily. Here's a direct hardware capture of me testing a new SH4 optimized routine out for gainz on my Sega Dreamcast... this mofo is meant be used for one-off 3D vector transforms by a single matrix which has not been preloaded into the XMTRX FP register matrix back-bank. Rather than doing a full 4x4 load on the matrix just to do a single 4D transform via the FTRV instruction, we're simply peforming 3 3D dot products against a single 3D vector, allowing us to pipeline the loads, dot products, and store operations better than doing a load all at once followed by a transform, and we aren't wasting a lane on the FPU for a 0.0f W component!

Falco Girgis

36,911 次观看 • 7 个月前

With all of the excitement from Mario Kart 64 coming to the Sega Dreamcast, I've been getting bombarded with questions about whether any more progress has been made on our Mario 64 port... so here's a direct hardware capture of the latest build running on DC! The answer: HELL YES! Last time most people saw or played this port, it was plagued with performance, audio, and graphical issues... but as you can see from this footage, almost all of them have been resolved, and she's playing like a dream on the DC now! Wtf happened? Well, first of all, in the 5 years since the port initially started, I, along with others, such as UnknownShadow, have made progress optimizing and improving upon our OpenGL 1.2 driver, "GLdc," which drastically improved the overall performance of the port by decreasing the amount of time the Dreamcast's SH4 CPU spent on T&L, processing polygons. Next, chad developer, Bruce (or Bruck or Brucilicious, depending on who you are), went through and applied a bunch of bugfix patches from the upstream repo to the game to fix the majority of the graphical glitches such as clipping issues and Mario's iconic biker mustache from the previous releases (despite me trying to convince him to keep that one, as it's become a Dreamcast trademark). Finally, the original developer behind both the Sega Dreamcast and Sony PSP ports, MrNeo, has returned from hiatus and has begun redoing the audio engine to fix the artifacting and stuttering! Stay tuned for further updates and the inevitable rerelease of this N64 classic on Sega's finest little white box that still refuses to die!

Falco Girgis

34,186 次观看 • 1 年前

SURPRIIIIIIISE!!! The beta release of our Grand Theft Auto Vice City port to the Sega Dreamcast is finally here! Here's an actual hardware capture of raising some hell in the beautiful streets of Miami taken straight from my DC to celebrate! We've now added graphics settings for 2xFSAA to give it a less jagged, more smooth look and have added a video mode for rendering to a 24bpp framebuffer, which adds extra depth and vividness to the colors! While we still have plenty of work to do regarding features, assets, and performance, I am extremely proud of our team after what we've accomplished within just a few short months with this port that, for the last two decades, was considered literally impossible for the console to handle. It has been an absolute honor and privilege to work beside you crazy and talented bastards! I also want to thank the Sega Dreamcast and Grand Theft Auto communities for rallying around this cause and coming together to help us test and debug this release along with the previous GTA3 release over the last several months. Your support and diligent work has been vital for ensuring that the games have been fully playable on the DC, and your constant support and feedback has been an inspiration to the team. We couldn't have done it without you! For instructions on how to convert your (LEGALLY EFFING PURCHASED) PC versions of GTAVC into a image which can be played on the DC, the instructions can be found here: PS: No, this is not an April Fool's joke, but we're going to love everyone thinking it is! Guess you're gonna have to try it to find out!🤣

Falco Girgis

148,759 次观看 • 1 年前

Got something totally different, but exceptionally badass today to share! Here is a bunch of direct hardware captures of the (F)ixed (F)unction and (F)ast (F)ourier (T)ransform (T)esting audio visualization demos, running on my Sega Dreamcast! This incredible piece of science, engineering, art, and music started off as a crazy idea to port a bunch of GPU-based, Shadertoy audiovisual demos to the Sega Dreamcast, to play with combined digital signal processing and rendering on legacy fixed-function hardware. As you can see from the video, the FFFFTT repo includes a wide array of different demos, each providing different kinds of visualizations, each featuring different types of signal transformations and analyses, with many of them also being interactive, all done in real-time! Not only that, but you ALSO can freaking pause the playback and analyze the signals in real-time... crazy! The final resulting FFFFTT demos are an epic full-stack conglomeration of Ray's raylib, providing the backing infrastructure and graphics framework, which sits atop our GLdc driver for rendering, using David Reid's miniaudio library for sound playback, with its FFT and vector algebra accelerated for the SH4 CPU using my SH4ZAM math library... all ontop of KallistiOS, running on the Sega Dreamcast! Congratulations to meisei4 for the fantastic accomplishments, and a heart-felt thanks from me for bringing everything together to make this happen! You just laid the framework for some epic audio-based gameplay mechanics and other crazy science experiments in the future for whole community!

Falco Girgis

12,566 次观看 • 15 天前