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Wave Race Waveform video analysis

 
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AL64inthedark
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 PostPosted: Wed Sep 06, 2017 11:06 pm    Post subject: Wave Race Waveform video analysis Reply with quote Back to top

That topic interested me when I played this game a lot. A guy put some time to analyse the patterns using wireframe display on emulator.



https://youtu.be/NBNbY2qFl7g

The music of Sunset Bay Smile

Now I wonder what's the polycount on average. It was one of those game where they added some black borders on top and bottom of the screen to lower resolution so it ran a bit better.
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Trevor
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 PostPosted: Thu Sep 07, 2017 2:36 am    Post subject: Reply with quote Back to top

Nice video but oh my god, they are not random, he clearly found that out when he kept stating that
a) they were always originating directly in front and
b) there was a setting to change the intensity of those waves.
He certainly did have "confirmation bias".

As for the technical aspects, I had not realised wave race was so detailed in its water deformation. I can easily forgive its lack of detail elsewhere now Smile


Quote:
Now I wonder what's the polycount on average.

There seem to be at least 140 triangles for the hud alone
lets say 100 for the pilot (he is after all very cubic) and 100 for BG elements
and 2 tris for every square meter of water - I would probably say at least 500 on-screen

So that's 840

Given that wave race was supposed to run at 60fps we have a budget of
100,000 / 60 = 1,666, but that's unanimated "ideal" performance at 320x240. (ideal meaning consistent pipeline, no ram re-writes, full buffers, shared verts no extra gbi commands)

Perhaps someone can export that view and do a true tri-count, but it would seem to be well within the limits of the hardware.

Trev
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AL64inthedark
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 PostPosted: Thu Sep 07, 2017 8:00 am    Post subject: Reply with quote Back to top

Yeah seeing the waves in wire-frame made me realize how high poly the water close to the camera really is.

The surrounding are really low poly, as the pilots & the jets but I always like the colors. Like Mario 64 and Goldeneye, most of the textures are 8 bits, a very often 64x32. They blink a bit but it's really tolerable. I especially like the rocks on the lake.

Also I wonder how they did the white color effect on waves. Was it an envmap ? I Don't remember seeing something interesting when extracting textures.
I'll check again someday at my PC.
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