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Ridge Racer 4 Pandora? Just following the trend.

#1 User is offline   Tinnus

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Posted 08 April 2008 - 03:20 AM

Didn't think anyone wanted to see what's psx4pandora going to look like...

(edit: these shots are from the WIP PC version GPU of psx4all which is being coded in OpenGL ES 2.0, the very same code and looks that will migrate to the Pandora once it's available. So as far as looks are concerned, psx4pandora will look like this. Sorry for any confusion.)

IPB Image

IPB Image

IPB Image

P.S.: It will actually look better than that since gourad shading is currently buggy and disabled in these shots.

This post has been edited by Tinnus: 08 April 2008 - 12:24 PM


#2 User is offline   Jackd

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Posted 08 April 2008 - 03:27 AM

that looks great, but what is different from how it would look in any emulator... also, has psx4pandora already been ported???

#3 User is offline   Tinnus

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Posted 08 April 2008 - 03:31 AM

That's hardware-rendering natively to 800x480 instead of the usual software-rendering to 320x240 like most emulators (and classic psx4all) do, and with two degrees of texture filtering (bilinear and a pre-filter).

edit: and it's faster than software, of course.

This post has been edited by Tinnus: 08 April 2008 - 03:32 AM


#4 User is offline   TyBO!

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Posted 08 April 2008 - 04:29 AM

This looks amazing! Keep up the great work devs!

I'm really like these previews the devs are giving us now that they have hardware to play with. Keep it coming. smile.gif

#5 User is offline   cappuchok

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Posted 08 April 2008 - 06:43 AM

That looks amazing, even without the Gouraud shading. Can't wait to see it in action! But, I do hope that aspect ratio correction will be available in the final version, to run the games in the regular 4:3 aspect (pillarboxed)... aspect ratio distortion always bugs me for some reason.

#6 User is offline   donny662

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Posted 08 April 2008 - 06:58 AM

QUOTE(cappuchok @ Apr 8 2008, 02:43 AM) View Post

That looks amazing, even without the Gouraud shading. Can't wait to see it in action! But, I do hope that aspect ratio correction will be available in the final version, to run the games in the regular 4:3 aspect (pillarboxed)... aspect ratio distortion always bugs me for some reason.

+1

#7 User is offline   pglh

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Posted 08 April 2008 - 08:23 AM

QUOTE(Tinnus @ Apr 8 2008, 04:31 AM) View Post

That's hardware-rendering natively to 800x480 instead of the usual software-rendering to 320x240 like most emulators (and classic psx4all) do, and with two degrees of texture filtering (bilinear and a pre-filter).

edit: and it's faster than software, of course.


If that's hardware rendering then how come it has the PlayStation's "wobbly" textures?

#8 User is offline   Squidge

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Posted 08 April 2008 - 09:35 AM

QUOTE(pglh @ Apr 8 2008, 09:23 AM) View Post

QUOTE(Tinnus @ Apr 8 2008, 04:31 AM) View Post

That's hardware-rendering natively to 800x480 instead of the usual software-rendering to 320x240 like most emulators (and classic psx4all) do, and with two degrees of texture filtering (bilinear and a pre-filter).

edit: and it's faster than software, of course.


If that's hardware rendering then how come it has the PlayStation's "wobbly" textures?


Maybe because they are screenshots from a PlayStation?

Either that, or Tinnus is extremely advanced with poking GPU hardware registers, as there's no OpenGL library yet, and the hardware-level GPU register descriptions are under tight NDA - none of the current Pandora developers have access to them.

Oh, and current developer LCD's are 480x640. Only one person has a 800x480 display.

#9 User is offline   Tinnus

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Posted 08 April 2008 - 11:35 AM

QUOTE(Squidge @ Apr 8 2008, 06:35 AM) View Post
Maybe because they are screenshots from a PlayStation?

No, that's because the wobbly textures (aka textures without perspective correction) are caused by the PS1 GPU rendering pure 2D polygons with the 3D transforms being done in the CPU. There's not really much an emulator can do except render pretty 2D polygons with perspective-distorted textures because we don't have a way to access a vertex's z coordinate.

I expected you, of all people, to at least look and know the PS1 had no texture filtering, and RRR ran at 320x240 so obviously that couldn't be shots from an actual PlayStation.

(personal note: sorry if I sounded rude in that other thread. I really don't want to start here negatively smile.gif )

QUOTE(Squidge @ Apr 8 2008, 06:35 AM) View Post
Either that, or Tinnus is extremely advanced with poking GPU hardware registers, as there's no OpenGL library yet, and the hardware-level GPU register descriptions are under tight NDA - none of the current Pandora developers have access to them.

Oh, and current developer LCD's are 480x640. Only one person has a 800x480 display.

The shots are from the PC version, which I'm developing currently with TI's emulation DLLs. I don't actually have any hardware, but I presume it will be rather easy to get it (the GL ES 2.0 code) working in the actual hardware when it's available. I never said these were shots from ac actual Pandora, just how it's "going to lok like".

I just wanted to show you folks we are actually working on the emulator already, even though we have no hardware yet. Maybe I was just plain wrong to begin with.

Oh, and for those deonstratig any interest, there will be options to adjust the aspect ratio, no problem.

#10 User is offline   Squidge

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Posted 08 April 2008 - 12:16 PM

Ah right, sorry about that. I assumed we had another atomicthumbs for a moment there - ie. just grab some images off the net and post them saying "Look what I've done!". I didn't have a good look at the images.

It would have better if you stated they were from the PC running emulation DLLs in your first post, that would have prevented the mis-understanding.

#11 User is offline   CoMiKe

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Posted 08 April 2008 - 12:45 PM

I would prefer the future Pandora PSX emulator to render at 800x600, but showing only 800x480.

I think removing 60 pixels from both top and bottom won't make as lose too much relevant screen info.

Well, this game isn't a good example (it loses the digital speedometer and the sixth gear indicator): tongue.gif

IPB Image

IPB Image

EDIT: But, what about an optimized mode (like the one existing in most LCD TVs), that reduces the distortion on the center of the screen?

EDIT2: Reduced image size to save bandwidth.

This post has been edited by CoMiKe: 20 August 2008 - 05:15 PM


#12 User is offline   Tinnus

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Posted 08 April 2008 - 02:56 PM

QUOTE(Squidge @ Apr 8 2008, 09:16 AM) View Post

Ah right, sorry about that. I assumed we had another atomicthumbs for a moment there - ie. just grab some images off the net and post them saying "Look what I've done!". I didn't have a good look at the images.

I'm really working on the GPU side of psx4pandora and am a member of the psx4all team, you can ask zodttd tongue.gif

QUOTE
It would have better if you stated they were from the PC running emulation DLLs in your first post, that would have prevented the mis-understanding.

There.

QUOTE(CoMiKe @ Apr 8 2008, 09:45 AM) View Post

I would prefer the future Pandora PSX emulator to render at 800x600, but showing only 800x480
I think removing 60 pixels from both top and bottom won't make as lose too much relevant screen info.

EDIT: But, what about an optimized mode (like the one existing in most LCD TVs), that reduces the distortion on the center of the screen?

That's all planned and easily added, don't worry smile.gif I also prefer the image not to be all stretched like that, and the nonlinear transformation keeping more proportion at the center seems great, thanks smile.gif

This post has been edited by Tinnus: 08 April 2008 - 03:00 PM


#13 User is offline   Chip

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Posted 08 April 2008 - 03:12 PM

Looking great, Tinnus! I know PSX4Pandora is high on a lot of lists for most desirable emulators. It's really exciting to see you guys are already on top of it.

I'm also solidly on the side of maintaining a correct aspect ratio, even if it means pillarboxing. I'm not worried, though. If you can manage to get high quality, fullspeed PSX emulation on the Pandora then I'm sure programming in multiple resolutions/scaling options is trivial in comparison.

#14 User is offline   fusion_power

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Posted 08 April 2008 - 04:15 PM

Impressive Pix. I'm sure, the Pandora can handle this game but the big Question is: Full Speed? smile.gif
QUOTE(Squidge @ Apr 8 2008, 11:35 AM) View Post



Either that, or Tinnus is extremely advanced with poking GPU hardware registers, as there's no OpenGL library yet, and the hardware-level GPU register descriptions are under tight NDA - none of the current Pandora developers have access to them.

Sounds like nobody will have access to the important Hardware Accelerators of the Pandora? All have to be done in Software? No use of the powerful Chipset Features for Homebrew-Devs? Please say, I'm wrong! ph34r.gif

#15 User is offline   Tinnus

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Posted 08 April 2008 - 04:30 PM

QUOTE(fusion_power @ Apr 8 2008, 01:15 PM) View Post

Impressive Pix. I'm sure, the Pandora can handle this game but the big Question is: Full Speed? smile.gif

Based on the performance of the GP2X version, the numbers TI gives about the peformance of the CPU, and the speed of the GL ES 2.0 GPU, we judge it will easily be fullspeed right away smile.gif

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