Says the guy posting over and over again about an issue nobody notices to try to make a point that was wrong from the start. :ok:
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Yeah, TFIV has some pretty jaw dropping moments with it's parallax scrolling creating a 3D like effect. Yeah, Alien Soldier and Gun Star Heroes do some really impressive things, while I think they also do a lot of unimpressive things to not overload the hardware.
I can only tell if a game is running full 60FPS or if it's really bad. When it's 30FPS I never notice. It has to be REALLY obvious for me to tell. Bloodborne on PS4 or Turok 2 on N64 levels obvious since both of those ran horribly. Anything other than that and I just flat out can't tell.
Hahahahahahahhahaha
Yes, yes, because on the SNES the sound system is part of the cause of the slowdown, the main responsible for in-game pauses and loading times between screen transitions which don't exist in the MD versions.
Pretty much everything you said in this thread is either partially or completely wrong; or just plain made up bullshit.
Right!
The SPC-700 has 64 Kilobytes of memory. That's equal to 512 Kilobits of memory. Trying to compare load times to slowdown is grasping at straws. Can you give some examples?
When it comes to sound effects, the Genesis has a lot of moments where those sound effects cut off music sound channels, while that doesn't happen as often with the SNES, because of its sound chip being able to sample sounds that use less sound channels to generate the same sound effect.
The communication between the two CPUs on the machine is very expensive (can be optimised, but the default protocol is really over-engineered), so the already slow CPU of the SNES slows down even more if it has to exchange data with the SPC. That's why most games load all the music and sfx for a level in one go.
Sometimes they'll have to load midway through a level which usually results in a short pause as the CPU does nothing but send, slowly, the data to the SPC. Send byte -> Wait for response -> Send byte -> Wait for response... Some games like Act Raiser replace the default protocol with a better one, enabling more efficient swapping of samples, but still nothing like the Genesis where both CPUs have direct access to ROM even if they compete for it.
There's no equivalent to a "68k" driver on the SNES since the main CPU can only touch the audio hardware with a 10 foot pole, so the slowdown does not affect music playback. It also doesn't in the MD if the game has a pure Z80 driver (like Sonic 2 or Thunder Force 4)
This is correct, SNES games can often get away with using less channels (Plok uses only 5! The near perfect MD cover needed pretty much all), but the normal case was to use all 8 channels anyway. Even in that case the sfx cuts are less noticeable since there's more freedom on what to cut.
None of this relates much to what is being discussed, which is the impact of the sound driver on gameplay. Mega Turrican plays 2 good quality PCM samples at the same time without problem, while Street Fighter 2 creates garbled shit. Is SF2 pushing the system harder? Nope, the sound driver was just a piece of shit, replace it with a proper one (like Stef did) and the sample playback becomes about as good as the PCE version.
This is an optimization issue. If you're trying to simulate a particular effect that requires multiple channels then yes, you're gonna have problems. So, whenever possible, you should do something else. Another thing you might wanna do is restrict sfx to one or two channels, and then only use those for echoes and detune in the music, so sfx interrupting them isn't as noticeable. Either way, what it comes down to is that you have to be smart about this stuff. And this applies on SNES as well, otherwise you get Secret of Mana - possibly the world champion when it comes to sfx wreaking havoc on the music (at least for the 16bit generation).
Everything just appeared to be moving really fast. The bosses die off so quickly, that you barely get a chance to see the stuff that will slow the game down.
This guy has the game running on a PAL Genesis at 50hz then 60, and finally with the CPU at 12 Mhz. I have the video started where he's running it at 12Mhz.
You're just thinking that it has to be a video with real hardware. Most of those are of pretty crap value, because of the console's low res video output and most of the videos being so old. K Fusion runs those games just as well as the real hardware and will exhibit slowdown in the same areas as the real hardware does.Quote:
And again I question this one as there's clearly a pixel filter being applied.
Yes, but people are trying to pick and choose bad examples. Street Fighter II is one of them, because the voice samples are the least offensive of the problems that game's sound has.
I bring up Lightning Force, and the response is that the sound drivers from are the problem. That's funny, because the previous title didn't have those issues, and only under the most extreme scenarios did Herzog Zwei suffer from slow down. Technosoft isn't some slouch developer.
Yeah, and that's exactly what they did with Streets of Rage. Put all of the sound hardware behind the music, and use white noise for the punches and kicks. I guess they also threw in some really bad grunt samples through the PSG.
If anything the video you just linked confirms that the video I linked is in fact NOT overclocked. Did you not notice how hilariously fast the music is playing in the overclocked video? Also in the video I linked there's blatant slowdown in quite a few spots such as Stage 13. Which in your overclocked video isn't slowing down at all.
No it's that I'd just prefer that if we're talking about hardware capabilities and sound quality that we use real hardware instead of poor emulator videos. The ones you've posted have bad sound quality as they sound tinny and scratchy, or they have obvious 2D filters applied to them.
Streets of Rage and Streets of Rage 2 do not use PSG for the sound effects or voice samples. The first game uses FM synth for a lot of it's sound effects, but uses PCM samples for the voice effects. Streets of Rage 2 uses a combination of FM Synth and PCM samples for it's sound effects and voice samples. The PSG channels in those games are used for additional instruments in the music.