I wonder ya! I know game reviewers back then seemed to be tired of Doom and didnt like the idea of sprite enemies. However the dynamic lighting and normal mapping could have changed their minds!
We aren't quite sure! I personally haven't seen a very consistent change in frame rate. But perhaps if I did some over time averaging, it might show itself! I will ask around too!
I haven't noticed much of a difference on or off. Something that does kill performance is when a textured quad with holes takes up most of the screen and every pixel behind it has to be tested for blending. Makes 60 fps scenes drop to 30
@@mankrip- turns out it can have a large impact on fill rate/frame rate. I noticed before when grates were stretched over large polys covering screen the fps halved. I just observed that this does not happen when running with filtering off
This engine is begging for someone to make an original Dreamcast game using it. Best Dreamcast homebrew I've seen so far. Only needs splitscreen co-op.
An Immorpher video running at 60 FPS would be unbelievable to me many times ago. Either way, it's nice seeing the Dreamcast port still get updated!
Haha, ya I normally dont set my capture to 60, but now its kinda mandatory for these updates!
Very solid effort. If this had been a retail release back in the day it would have been very well received.
I wonder ya! I know game reviewers back then seemed to be tired of Doom and didnt like the idea of sprite enemies. However the dynamic lighting and normal mapping could have changed their minds!
This looks really nice at 60fps, may have to break out the Dreamcast, what resolution is it running at?
640×480
@@jnmartin84nice work 👍
@@bluethunder8383 Double the size of the original N64 version!
@@Immorpher 4x the pixels 🔥
Holy fuck, THAT'S SMOOTH AS FUUUUUCK! Also, Forte 6.6.6. here. Subscribing to you cuz I forgor to do it.
It's compatible with custom maps too! :D
Does texture filtering impact the framerate?
We aren't quite sure! I personally haven't seen a very consistent change in frame rate. But perhaps if I did some over time averaging, it might show itself! I will ask around too!
@@mankrip- My understanding is that twiddled/swizzled textures make filtering basically free on the pvr
I haven't noticed much of a difference on or off. Something that does kill performance is when a textured quad with holes takes up most of the screen and every pixel behind it has to be tested for blending. Makes 60 fps scenes drop to 30
@@mankrip- turns out it can have a large impact on fill rate/frame rate. I noticed before when grates were stretched over large polys covering screen the fps halved. I just observed that this does not happen when running with filtering off
This engine is begging for someone to make an original Dreamcast game using it. Best Dreamcast homebrew I've seen so far. Only needs splitscreen co-op.
@@mankrip- is that an offer to help implement it 😎
@jnmartin84 Unfortunately, I know nothing about Doom engine architecture.