Re:Sega Saturn Architecture – A practical analysis
by 01HNNWZ0MV43FF on Tuesday March 26, 2024 @04:52PM
(#39832711)
No, it's due to limited precision in the vertices. If you had 64 bit integers you could have 32.32 fixed-point and it would look as good as floating-point.
Re:Sega Saturn Architecture – A practical analysis
by nebula8804 on Tuesday March 26, 2024 @10:21PM
(#39835075)
did you watch the video?
Re:Sega Saturn Architecture – A practical analysis
by ehaliewicz2 on Wednesday March 27, 2024 @04:43PM
(#39844367)
Quake did not use floating point in it's rasterization math, and it exhibited none of the jittery polygon issues that the ps1 did. It's largely a lack of subpixel accurate rasterization causing it (not even sure if PS1 is pixel accurate, let alone subpixel :)) .
MVG isn't exactly an expert on 3D graphics.
Re:Sega Saturn Architecture – A practical analysis
by pezezin on Friday March 29, 2024 @04:23AM
(#39861765)
Quake had perspective correct texture mapping though, something that the PSX didn't have.
Re:Sega Saturn Architecture – A practical analysis
by ehaliewicz2 on Monday April 08, 2024 @02:55PM
(#39972651)
Sure, but lack of perspective correct texturing is a separate issue, with a separate visual artifact.
Jittery polygons refers to the artifacts you get when polygon vertices are snapped to integer pixel coordinates, rather than taking into account subpixel positions. Quake did not have this issue, despite not using floating-point calculation in it's rasterization. It did use floating point when texturing spans, after rasterization, but this was more of an optimization than a fundamental requirement for accurate texturing :)
[0]:https://youtu.be/x8TO-nrUtSI?t=222