Want to see something scary?

Atari 7800… :wink: It played 2600 games natively.

You had to buy a converter piece of hardware, didn’t you?

Nope - you’re thinking of the 5200. The 5200 was just an Atari 800 without
a keyboard and with analog joysticks that had keypads. (It also had a lot
of the hardware mapped to different locations in memory.) That’s why most
5200 games looked identical to the 800 titles, and why many 5200 games were
pirated and made to work on the 800/etc. computers.

I had a 7800, and it played my 2600 games just fine. :wink: I got rid of it,
though, cuz Galaga really sucked on it. :wink:

-bill!

It had a 80% compatibility only… but eyyy! CBM machines were the best
ones!

… trying… to keep… Atari vs… Commodore flamewar… from…
erupting…

-bill drew <back off! just back off!> barrymore kendrick

Hays Clark wrote:

PlayStation 2 is no big lose in my opinion. For what I here it really
isn’t that great compared to Dolphin of even DreamCast when it comes
down to graphic. Like Playstation on there is no Anti_Aliasing build
in so graphics have sharp edges. And there is very little video ram.
I for get how much, but I heard that it was lower then DreamCast.

Either way… I could be totally wrong… but I do know that they had
to Recall most of the PS2 because of bad Ram.

Antialiasing is not that important IMHO, particularly on a television
screen (which is really blurry anyway, so much for the “sharp edges”!)
and on high resolution monitors (like 1024x768 and up, the pixels are so
small that it is barely visible).

I don’t know for the amount of video memory, but I think the PS2 were
recalled because of a bug in the DVD player that allowed playing back
DVDs from other countries (which is not supposed to happen, for some
stupid reason). Check your sources!–
Pierre Phaneuf
Systems Exorcist

Antialiasing is not that important IMHO, particularly on a television
screen (which is really blurry anyway, so much for the “sharp edges”!)

Yeah, but you get funky artifacting with certain patterns (say, a checkerboard
painted on a road in a racing game).

I can’t wait until antialiasing was just a matter of fact for 3D graphics. :wink:

-bill!

Antialiasing is not that important IMHO, particularly on a television
screen (which is really blurry anyway, so much for the “sharp edges”!)
and on high resolution monitors (like 1024x768 and up, the pixels are so
small that it is barely visible).

Having seen it in operation on a Voodoo 5 (playing Q3A nonetheless, amongst
other demos) I can testify that yeah, it’s a LOT more important than you
think, especially with polygons. Aliasing sucks.

Pierre Phaneuf

Nicholas

William Kendrick schrieb am 13 Apr 2000:

Antialiasing is not that important IMHO, particularly on a television
screen (which is really blurry anyway, so much for the “sharp edges”!)

Yeah, but you get funky artifacting with certain patterns (say, a checkerboard
painted on a road in a racing game).

Aehm. That’s exactly what mip-mapping is for.
See my game (and disable mip-mapping in the menu) to see the difference.

  • Andreas–
    Check out my 3D lightcycle game: http://www.gltron.org
    More than 60’000 Downloads of the latest version (0.53)

umm I think you’re a little confused, the patterns you see on tv screens
(the fanous moire effects) are created by the way
information is delivered to the screen. Under certain circunstances the
Lu?ma and chroma signals engage into mutual interference and you get those
patters (if I don’t recall badly from my work on Scitex it was because the
signals became too similar). It’s more clearly visible on actual DV cams …
try pointing to something that has bands of two alternate colours… you’ll
get a nice moire.

See ya alll> ----- Original Message -----

From: nbs@sonic.net (Bill Kendrick)
To:
Sent: Thursday, April 13, 2000 10:25 PM
Subject: Re: [SDL] Re: Want to see something scary?

Antialiasing is not that important IMHO, particularly on a television
screen (which is really blurry anyway, so much for the “sharp edges”!)

Yeah, but you get funky artifacting with certain patterns (say, a
checkerboard
painted on a road in a racing game).

I can’t wait until antialiasing was just a matter of fact for 3D graphics.
:wink:

-bill!

Aehm. That’s exactly what mip-mapping is for.

Well, the problem on console systems (like PSX) is lack of video memory. <:^(
Anyone recall how much VRAM PSX2 has? IIRC PSX only had 1 or 2 MB. <:^(

-bill!

umm I think you’re a little confused, the patterns you see on tv screens
(the fanous moire effects) are created by the way

No - I’m definitely thinking of the lack of antialiasing / mipmapping or
something. (Just to make sure you know I know what I’m talking about,
I HAVE played PSX on a VGA monitor… it’s not a TV video thing… :slight_smile: )

Example: Checkerboard close up:

## ## ##

## ## ##

##  ##  ##  ##
##  ##  ##  ##

## ## ##

## ## ##

Checkerboard some distance away:

###

###

Even farther away:####
####

-bill!

Sigh, enough ranting about mip-mapping, theres an article linked from
www.opengl.org that discusses the importance of mip mapping and even
uses a checkboard pattern as the example.

Wesley Poole
AKA Phoenix Kokido
Tired of hiding behind a on-line only identity…
members.xoom.com/kokido
@Wes_Poole

William Kendrick wrote:> >

umm I think you’re a little confused, the patterns you see on tv screens
(the fanous moire effects) are created by the way

No - I’m definitely thinking of the lack of antialiasing / mipmapping or
something. (Just to make sure you know I know what I’m talking about,
I HAVE played PSX on a VGA monitor… it’s not a TV video thing… :slight_smile: )

Example: Checkerboard close up:

## ## ##

## ## ##

##  ##  ##  ##
##  ##  ##  ##

## ## ##

## ## ##

Checkerboard some distance away:

###

###

Even farther away:

  ####

-bill!

Sigh, enough ranting about mip-mapping, theres an article linked from

Hehe - It’s all off-topic anyway. :slight_smile: Sorry :wink:

-bill!