Any game that uses skeletal animation can do IK stuff easily. Uncharted is lucky if it's in the first 1000 games to implement it. This is visible in the picture you have with Link between the 2 torches.ĭynamic IK systems are nothing new. What would happen was, for every dynamic object drawn (anything that wasn't part of the static light mapped geometry), you would sort all the lights, pick out the closest x number, and render with those. Just like you have 1 set of textures and a shader during a draw call.
You could render 8 lights, then set another 8 and render again. Not everyone used OpenGL's lighting to do their lighting. The old OpenGL spec said that everyone needed to define AT LEAST 8 lighting constants to be available, but any OpenGL implementation could use as many as they wanted. When a game is capped at 640x480 with most only ever seeing the inner 512x384, then you can get away with overdraw. There is brute forcing, and octrees and all kinds of other methods.
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Also, the BIOS you have when PC boots up has always just been a series of hacks over the original old school BIOSes to support newer stuff.Ĭonsoles are designed fresh, and don't have this baggage.īSP isn't the only way to sort a scene. New x86 processors actually have to design around, and emulate bugs that were in earlier x86 chips! The architecture kept getting faster, but not better. Read More Person 1-'Hey, I just got Wind Waker the other day In this timeless classic with a unique and colorful 'toon Their earlier games had involved lifting elements from earlier games and pasting them into a new entry, but for Skyward Sword the developers wanted to add a new play structure to avoid fans The Legend Of Zelda Skyward Sword. x86 tech is a bitch and has lots of backwards compatibility quirks. Configuration Only configuration options for the best compatibility where they deviate from defaults are listed. The blur can be disabled using Action Replay codes shipped with Dolphin. It's just a side effect of the architectures. The Legend of Zelda - Wind Waker HD (incomplete) Removing Distance Blur The distance blur is built into the game, but to some, it looks off on higher resolutions. The numbers change every few years, but console games can get away with 10s of thousands, while PC games need to keep it ~500 per frame to not choke. Just some random reactions to your captions.Ĭonsoles have a huge leg up on the number of draw calls per frame.