Quadrangle polygons made so much more sense

quadrangle polygons made so much more sense

Attached: Sega-Saturn-JP-Mk1-Console-Set.jpg (1600x917, 347K)

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Damn gray Saturn is so sexy.

>polys not implicitly coplanar
>overdraw eating up fillrate and precluding transparency
>inefficient when you actually need to draw a tri
quads were shit

SEGA were absolute total mad men when it came to hardware and even corporate structure
SEGA of Japan hated the SEGA of America division because of their success in the North American market with the GENESIS while the Japanese jobbed with the Mega Drive in Japan. Meanwhile you had SEGA of Europe who hated their lack of autonomy and prestige from SEGA of America which it had to share resources with despite the success of the MasterSystem and Mega Drive in Europe.

>The Americans have produced nothing for the new Sonic game, how about just lending them your Nights into Dreams engine YujI?
>No fuck yankee piggu il resign if you do that,
Has there ever been a greater corporate cluster fuck than SEGA?

Why when you can make them out of triangles?

Absolutely not, non-planar quads are a huge shitty fucking hassle, tris are always planar.

Well SEGA took Sonic away from him to be developed by nobodies, I’d be a bit pissed as well.

They looked like trash.

>everyone hates everyone
Sounds like MS desu

>hehe, Sony's game now?
>holy sh- ! Put a second processor in there, quick!

backstory?

read up on sonic x-treme

Okay, I'm up to speed. I watched the recentish gameplay videos from people getting it to run on PC. Honestly it sounds like Sega of America was a huge delusional dumpster fire and Yuji didn't want his competent team's work being used to give them credibility. Also, as neat as the design, mechanics, etc.. are it doesn't really make sense as a sonic game (of course it had to be one because they needed a sonic game for the Saturn, but still).

Top three best looking consoles.

The main problem with the "sprite as polygons" system of the saturn is that the console don't have any sort of UV mapping, every quad use a whole texture.
Due that, to make complex texture mapped models ,you have to break the texture into smaller mini textures and it's not very memory efficient or fast, but at least sega made a tool to automate that.
Another issue is that no UV means no environment mapping, no phong like specular, no cel shading no many things.

Attached: saturn textures.jpg (882x797, 176K)

whoa why did they use hdmi for the controllers that's pretty cool

The second SH-2 CPU was probably part of the plan all along, given the 32x have a dual SH-2 CPU as well.
It probably was a very cheap CPU you could stuff two budget wise.

Now the SCU, the SCU is probably the thing they shoved to make the thing be able to barely handle the PS1.

Attached: the simple and elegant sega saturn design.jpg (531x561, 85K)

Japan hated the American Sega branch.

>Now the SCU, the SCU is probably the thing they shoved to make the thing be able to barely handle the PS1.
I take it that it was a response to the GTE.

Yes, but not a very good one given the thing can't into divide, that you need to make the actual perspective division by w, which means you probably have to keep sending the w value to the CPU, then dividing 1 by w then sending it back.

There's a terrible way to do it:
youtube.com/watch?v=WDJgeuoaSvQ

But then NA had to go and do stupid shit like the 32x

How much crossover is there between/g/ and /vr/?

If JP told NA about the Saturn, they wouldn't do it.