daninthemix
Member
It does probably have the worst frame rate I've ever seen (especially the PAL version - I swear you're talking between 5 and 10 frames per second at times). Which, you know, is kind of a big deal in a racing game.
Probably had to do with the blast processing as well.Sega does what nintendon't
I am learning how to use UE4 lately, and I have been making Stunt Race FX / Wild Trax as a personal project.
A few screenshots:
At least it is smooth now
It's because how SNES worked. SNES nominal clock was 21mhz, but since every operation required 6 clock cycles, actual speed was 21/6=3.58mhz, sometimes even lower if operations required more cycles. Custom chips were made to reduce CPU workload, SuperFX was one of them but it only ran at 10mhz, half of the speed. Only with SFX2 they reach the full speed sync with the SNES CPU, but it was too late. Stunt Race with SFX2 would have been a much better game. SRFX was actually a pretty good game, but it was hurt by its atrocious framerate.Sega's SVP chip inside Virtua Racing was far more capable than FX or FX2. Making the game a bit more detailed and much more bearable. But also more expensive.
I don't know about Stunt Race FX but i know that in Starfox, the frame rate is tied to the game speed. So if you try to overclock the chip using emulation, the game also runs at a faster game speed, like in fast forward, though you can't tell because the music/sound isn't affected. But you do reach the end of the levels much faster, before the music has the time to loop once. I remember this was an issue in older SNES emulators that couldn't run the game at the correct speed. It was much faster than it should be.
Yeah but even so goes to show how much faith Sega had in the SVP chip, that they thought the 32x was the better option to extend the life of their one hit wonder..It's because how SNES worked. SNES nominal clock was 21mhz, but since every operation required 6 clock cycles, actual speed was 21/6=3.58mhz, sometimes even lower if operations required more cycles. Custom chips were made to reduce CPU workload, SuperFX was one of them but it only ran at 10mhz, half of the speed. Only with SFX2 they reach the full speed sync with the SNES CPU, but it was too late. Stunt Race with SFX2 would have been a much better game. SRFX was actually a pretty good game, but it was hurt by its atrocious framerate.
SVP was more powerful, it was capable to run 1000 polygons per scene / 15k per second. This are real numbers, not peak numbers, since someone was capable to extract models from the game some time ago.
32X was a complicated situation. Was developed by SoA, but they weren't convinced.Yeah but even so goes to show how much faith Sega had in the SVP chip, that they thought the 32x was the better option to extend the life of their one hit wonder..
All over your faceProbably had to do with the blast processing as well.
I am learning how to use UE4 lately, and I have been making Stunt Race FX / Wild Trax as a personal project.
A few screenshots:
At least it is smooth now
Meanwhile in parallel to that for all intents and purposes the Saturn Project was moving along which logically was the Megadrive 2, only a lot more complicated to develop for, because the folks at Sega thought hey why not make it a challenge for these developers out there to make the most of this console, while the PS1 was a piece of cake....32X was a complicated situation. Was developed by SoA, but they weren't convinced.
IIRC, SoJ wanted a real Megadrive 2 to replace the 16bit consoles, SoA thought this move was commercial suicide, so instead of a complete machine, they developed an add one, they were probably already prepare to reduce any loss from this move. After many years, we could debate if releasing an add on was really a better move than a powerful Megadrive 2.
Saturn was a mess because Sega lacked of a proper engineering labs, so every time they need a feature, es 2D or 3D, they just added a chip. That's the only reason why Saturn had two 2D chips, a DSP for 3D calculations, 2 CPU one for the logic and one for the main 3D objects, a chip for sound, and the most absurd thing, a proper full CPU only for the CD drive.folks at Sega thought hey why not make it a challenge for these developers out there to make the most of this console, while the PS1 was a piece of cake....
Labo Stunt Race coming this fall.It would be better to just cut out a piece of cardboard, any fucking shape, draw four wheels on it and play with that instead
Saved me from explaining everything so thanks.No shit, the SNES wasn't meant to handle 3D polygons. It was done mostly as a proof of concept, to extend the life of the SNES and to show that the SNES was more powerful than the Genesis (even though it's 3D racer ran better).
It's why something like StarFox 2 is a game you admire for it's ambition. As a concept for full 3D gameplay, it works and you can understand how it inspired Mario 64. If that game did release back in 95, it would've been mind blowing and would've kept the SNES going maybe another two years, but the game runs like crap. Better than Stunt Race and StarFox 1, but still not good. It's playable, and again, admirable for it's ambition, and some of the mechanics of it's gameplay are good, but the SNES just can't run it.
No shit, the SNES wasn't meant to handle 3D polygons. It was done mostly as a proof of concept, to extend the life of the SNES and to show that the SNES was more powerful than the Genesis (even though it's 3D racer ran better).
It's why something like StarFox 2 is a game you admire for it's ambition. As a concept for full 3D gameplay, it works and you can understand how it inspired Mario 64. If that game did release back in 95, it would've been mind blowing and would've kept the SNES going maybe another two years, but the game runs like crap. Better than Stunt Race and StarFox 1, but still not good. It's playable, and again, admirable for it's ambition, and some of the mechanics of it's gameplay are good, but the SNES just can't run it.
Yeah I'm pretty sure this is accurate. I've seen this explanation a few times. The game was done but they feared it would be inferior to those games and yet somehow affect N64 value perception (which makes no sense Starfox 64 is beautiful compared to a Super FX game outside if Mario World 2).Nintendo didn’t release Star Fox2 because it would not have been mind blowing. In 1995 it would have been going up against games like Sega Rally, Warhawk, WipeOut, Panzer Dragoon, etc. The game looks and runs like shit compared to that stuff.
Yeah I'm pretty sure this is accurate. I've seen this explanation a few times. The game was done but they feared it would be inferior to those games and yet somehow affect N64 value perception (which makes no sense Starfox 64 is beautiful compared to a Super FX game outside if Mario World 2).
Nintendo didn’t release Star Fox2 because it would not have been mind blowing. In 1995 it would have been going up against games like Sega Rally, Warhawk, WipeOut, Panzer Dragoon, etc. The game looks and runs like shit compared to that stuff.
You're right I thought I had read that they feared it would impact the N64 and I took it as people would think there isn't a huge difference when in reality they knew some people would invest in a PlayStation or Saturn at the time. I think you're spot on.I don’t think it would have affected N64 value, they still wanted people to buy SNES and SNES games in 1995. If people went to a store and saw Warhawk next to Star Fox 2, they might decide to get a PSX because it’s such a huge upgrade, and if they got a PSX they’re probably not getting a N64. At least that’s the theory.
I wonder how a Nintendo 32X would have ran, hypothetically.
The way the 32X worked was quite interesting. With the Megadrive hardware running sprites/backgrounds, and the 32X rendering the polygons.
The SNES's sprite scaling combined with extra 3D hardware could have produced some interesting stuff. I guess we'll never know
This is an odd one because it's always called a SNES add-on, or accessory. However, the only versions that exist are their own stand-alone units.