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I would say that one polygon on MODEL 3 is worth 10 polygons of a 1990s PC 3D chip. so for example, a 3Dfx Voodoo2 which can supposedly do 3 million polygons per second peak, gets blown out of the water by supposedly weaker sounding Model > > 3 board. Voodoo2 probably only does 400K to 500K polygons in actual games with everything turned up. > > "No way. The Model 3 isn't really that powerful at all."
I disagree. Model 3 was completed in 1995, when Nvidia was introducing their first chip which was a big failure, the NV1 used in the Diamond Edge 3D cards. Model 3 was widely accepted to be THE standard for videogame graphics in the mid to late 1990s. but you say it wasnt that powerful at all...
"It was fairly impressive when it came out but its specs are grossly exaggerated."
I disagree again. It's specs like polygon count were downplayed. unlike every single PC 3D accelerator chip maker of the 1990s, who totally stretched and exaggerated their specs. like Voodoo1: 3Dfx claimed it could do 1,000,000 polygons, and 3,000,000 for Voodoo2. the Voodoo2 did not even reach 1M in realworld, let alone Voodoo1. and Voodoo1 typically pushed 200,000 to 250,000 textured polygons with everything on, in actual games. less polygons than the Model2 board of 1993-1994. every other 3D chip maker claimed rediculasly high specs that never matched reality.
"The Model 3 is a scaled down Pro-1000 derivative and it doesn't have 2 of them. It might have 2 geometry > processors or 2 rasterizers or whatever but that's nothing out of the ordinary."
from what I understand, 2 geometry processors + 2 rasterizers, thus the often-listed twin Real3D Pro-1000s in parallel. even if it isnt actually two Pro-1000s, but one Pro-1000 with 2x geometry and 2x rasterizer, same difference. "The Model 3 had limited bandwidth for sending 3D data. It operates on "models" which are collections of polygons (objects, essentially) which are all transformed by a common matrix and link to the next object to be drawn. I talked > to someone who worked at Real3D and they claimed that initially all polygon data was fetched from VROM and that Sega was very disappointed with this so a couple megs of polygon RAM were added for dynamic vertex data (deformable car models, etc." >
I won't argue with that. I'll assume you're right about this stuff :)
>"Still, the VROMs for most games are 32-64MB and they contain almost all of the polygon and texture data. It's an interesting architecture that worked extremely well for the time period (the CPU essentially only had to update matrices) but that sort of hardware has gone the way of the dodo." > yeah, but again, Model 3 was completed in 1995 (games released in 1996) so of course it is outdated now.
"The modern approach is to just throw geometry at the cards and have them render it (caching of polygon data as draw lists is also common, I believe.) It's a > more flexible but resource-intensive approach." > regardless of the older apprach that Model 3 used, it seriously kicked the living shit out of every consumer gaming 3D setup (console or PC) until the Dreamcast arrived with comparable performance in 1998-1999. and even then, Dreamcast did not completely rival Model 3 in every way.
It takes a Gamecube or an Xbox to rival & surpass the quality and performance of MODEL 3, in practice. > > "No way. By the time the Riva TNT hit the scene, Model 3 was obsolete." >
I totally disagree here. I never saw anything on a TNT, TNT2 or TNT2 Ultra that could rival Model 3. the entire TNT/TNT2 line lacked geometry processors, Model 3's Real3D Pro-1000(s) was a complete 3D solution that did not depend on the modest CPU (PowerPC 603e) to provide geometry & lighting calculations. and the rasterizer portion of Real3D Pro-1000 was superior in the implementation and use of the graphics features that it had, compared to TNT/TNT2. yes the TNT2 had some features that Model 3's Real3D did not have but that does not make TNT2 better overall. 32-bit color or resolution alone do not make up for other deficiencies.
I would say that it was not until NV10 / GeForce256 (GeForce1) in late 1999, that PC 3D chips rivaled Model 3. you seem to be swayed totally by the paper specs, which of course makes PC 3D cards that preceeded GeForce look so much better than they really were, by a factor of 5 to 10 times.
"Model 3 games definitely do not push around hundreds of thousands of polygons per scene."
I didn't say per scene / per frame, I said per SECOND.
"Try a few thousand."
yeah, per scene / per frame. huge difference.
"I remember Ville once hooked up a polygon counter to his D3D engine in Supermodel and in Sega Rally 2 there were around 9K polys per frame."
9,000 polygons * 60 frames per second - 540,000 polygons per second. which is in line with Model 3's 1,000,000 polygons. Sega Rally 2 does not hit the peak performance, but does more than a few thousand polygons/sec, obviously :)
"And note that these are being fetched from the Real 3D board's local memory! > > I could add some statistics-gathering to Supermodel to get some more figures but > it's been almost a year since I've compiled and ran the program and some games > are bitchy and might require some work to get running again (we poked around > Supermodel a lot constantly tweaking and breaking compatibility.)" > ok, again I wont argue this, since it is outside my understanding :)
> > MODEL 3 also has alot of texture space, so typically MODEL 3 games have more > > texture variety even though DC can do higher res textures. > > "Model 3 had 8MB of texture memory. Max texture resolution was 256x256. " > but Model 3 had that fast-access VROM that DC did not have. Model 3 games have lower res texture, but usually more of them. more variety. Model 3 games look "texture heavy" and maintain 60fps. most Dreamcast games have higher res textures but have fewer textures, and even with that, often run at 30fps or less. but I admit that is the fault of the developer in most cases since Dreamcast is capable of surpassing Model 3 in many ways, if its strengths are applied properly.
> > the proof is in the games. a lot of Dreamcast and PS2 games look like shit > > compared to MODEL 3 games. > > "You need to take another look. Model 3 games look nice because of nostalgia and because they're moving fast on arcade monitors but if you look at still shots or > examine them closely, you'll see lots of billboards and simple geometry with > relatively ordinary texture mapping." > the quality of Model 3 graphics is very high even though the amount of geometry is small by PS2 and even DC standards. but every Model 3 game ran at 60fps for the most part, and that was not really a virtue of the arcade monitors (afterall a shitty game on a shitty arcade board can have a choppy framerate) but more to do with Model 3's graphics pipeline and its stability, its ability to maintain a solid 60fps with all rendering features on, plus Sega's careful programming of games, but mostly to do with the 'solid' and exellent hardware that Lockheed Martin had put together.
> DC kicked Model 3's ass hard. Look at Naomi vs. Model 3, even. There's no > comparison. None whatsoever. > I disagree somewhat. NAOMI and Dreamcast certainly beat Model 3 in certain areas. but not all areas. there are aspects of Model 3 that are superior to the PowerVR2-based NAOMI & Dreamcast. even SEGA's AM division leaders have said this, including Yu Suzuki. who should I believe :)
It took about half a dozens years for consumer 3D graphics technology to catch upto and surpass Model 3, a board that was completed in 1995, around the time the very first crappy 3D cards were hitting the market, this was before even Voodoo1.
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