RF> Perspective correction ensures that textures don't warp or misalign.
SI> Why are they using that? There never was a
SI> situation like that in the
SI> PSX version.
Ever notice that most of the characters in the PSX version use
non-textured polygons? That's because the textures would warp on PSX
hardware.
RF> I imagine the software mode will use 8-bit colour, but the 3D
RF> accelerated mode will use 16-bit colour.
SI> So, the PSX version will have more color, since
SI> PSX uses 24-bit color.
SI> The only difference between the PSX and PC version is that the PC
version
SI> will have less color and will fix all the misspelling and translation.
I said that I *imagined* the game would use 16-bit colour. I'm not
certain.
BTW, the 3D accelerated PC version *should* look better than the PSX
version.
SI> You said it might require a 166 Pentium. Why is
SI> it that PSX runs at
SI> 33 MHz and it requires a 166 for PC?
The PSX's CPU does run at 33 MHz, but the console has a built-in
accelerator (even if it isn't as powerful as a PC accelerator). And I said
that the PC version would require a p166 for *full detail* in the
*software-rendered* mode.
--- Maximus 3.01
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* Origin: BitByters BBS, Rockland ON, Can. (613)446-7773 v34, (1:163/215)
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