Top Tweets for #dfretro
#dfretro #Dawnrose #Dawnfire
They made eye contact with me at Supanova and I did try to avoid them but they kept popping up around the #SupanovaPerth2025 almost like I was being stalked :(
I can't wait till you and the others get on with @dark1x @PC98_Audi @digitalfoundry and spread your knowledge of the beauty that IS #Dreamcast! #DFretro
FINALLY was able to achieve a hybrid rendering scheme on the Sega #Dreamcast using KallistiOS! After weeks of scheming and hours of beating two disjoint APIs within the same PVR GPU driver into submission, I give to you... an actual DC hardware capture of... a shitload of lines!
I know, I know. Big deal. But hear me out, because this is actually pretty big for GTA3, our OpenGL drivers, and much much more...
The PowerVR GPU requires all polygons to be batched and submitted into different list types, depending on whether they are opaque or translucent, and only one list type can be active at a time during the frame... This is actually quite a pain in the ass and has left KallistiOS offering two options:
1) You are responsible for ensuring that your renderer submits all of the opaque geometry into one list, followed by all of the translucent geometry into another list, directly submitting the geometry to the GPU as it arrives. This has low latency but is extremely inflexible.
2) All geometry, opaque or translucent, gets copied into temporary buffers based on its list type in main memory while the scene is submitted, and only AFTER the scene has ended, a series of DMA transfers are initiated to copy the lists from RAM into VRAM. This is far more flexible in terms of letting you submit opaque/transparent geometry in any order, but it's wasteful for memory utilization due to needing a big-ass staging buffer in RAM for each list type, plus it has higher latency, since the GPU isn't doing shit with the geometry until the whole scene is complete and the DMA transfer starts...
...both of these solutions are suboptimal for most applications, but what if they could be *combined* together to make a single hybrid rendering scheme?
In this little demonstration, every red line is an opaque polygon, getting blasted IMMEDIATELY to the GPU as soon as it is submitted, using the SH4's "Store Queues" for super-fast burst transfers. This is what you want for the majority of your geometry.
On the other hand, the blue lines are transparent polygons, getting deferred into a staging buffer in RAM so that they can be transferred to the GPU later via the DMA once the scene ends.
This gives us the high-performance of direct submission for the biggest polygon list type along with the flexibility of being able to submit opaque and transparent geometry in any order.
Additionally, since we're only deferring a single polygon list type, we waste less RAM having to buffer its vertices.
And finally, since we're ending with an asynchronous DMA transfer, we're actually freeing the CPU up to continue on with performing the gameplay and update logic for the next frame, while the previous frame's translucent polygons are being transferred...
TL;DR: Big performance gainz are incoming, and it was just easier to test my theories and ideas on a tech demo with a bunch of lines than it was to break GTA3 or GLdc.
#retrocomputing #gamedev #graphics
So when does the @digitalfoundry #Retro #DFRetro Mortal Kombat II all version video come out?! @dark1x ?
.@traynoco and I had a blast talking Saturn ๐ช with @dark1x! A classy dude with impeccable taste in gaming! ๐ฅ
#SEGA #SegaSaturn #DFRetro
SHIRO! sat down with @dark1x to talk Saturn and @digitalfoundry Retro! Was a fun chat, and we hope you all enjoy!
YouTube:
https://t.co/qnMxO0jGqU
Podbean:
https://t.co/wTvhbpz3pX

I wonder if #DFRetro Would ever tackle the enhanced edition of #bladerunner the game? It would be interesting to hear the story of how @NightdiveStudio were able to reverse engineer the game to get it to work on modern platforms with out the source code
@digitalfoundry @dark1x

See, @dark1x of @digitalfoundry Sees it too. Sora is turning into #SionBarzahd from #TheBouncer. Come on John it's time, The Bouncer literally turned 20 years old last year. The world needs a #DFRetro on The Bouncer with a tech analysis lol

@digitalfoundry An amazing video from @dark1x @PC98_Audi the #DFRetro videos are getting better and better โฆ fantastic quality writing, editing, production and content knowledge. Really enjoyable watch, thanks so much ๐๐ป
There is a story I never gotten to tell publicly how 10 years ago I almost localized and worked on a Valis compilation. Glad it's happening now anyway! Maybe one day we get to talk about it on #DFRetro
ใฟใชใใพใฎใใใใงใ้ๅงใใ็ดไธๆฅใง็ฎๆจ้้กใฎ500ไธๅใ้ๆใใใใจใใงใใพใใ๏ผใๆฏๆดใใใ ใใใฟใชใใพใๆฌๅฝใซๆฌๅฝใซใใใใจใใใใใพใ๏ผ
ๆฐใใช็ฎๆจ่จญๅฎใจใใชใฟใผใณใฎ่ฟฝๅ ใๆค่จใใใฆใใใ ใใพใใฎใงใๅผใ็ถใใๆฏๆดใฎใปใฉใใใใใ้กใใใพใ๏ผ
https://t.co/1g75MKV7Oa
Les (heureux) abonnรฉs de @digitalfoundry comprendront ๐ leur nouveau documentaire sur Quake est d'une richesse incroyable ๐
๐ฅ๐ฅ๐ฅGLOIRE ร QUAKE !! ๐๐ฅ๐ฅ๐ฅ๐ฅ
#DigitalFoundry #DFRetro

I'd be down for a @dark1x narrated #DFretro breakdown of all versions of #KillerInstinct and/or the rest of the 2D #MortalKombat games (2,3, Ultimate, Trilogy). ;)
Come to @digitalfoundry, industry leading in game tech analysis and reviews as @dark1x and I sabotage their reputation and algorithm by playing the absolute worst PS2 has to offer with my collection of Phoenix Games. https://t.co/zTzBviRcz0 #DFRetro #richardleadbetterapproved
Today on @digitalfoundry #DFRetro, @dark1x invited me over to show me a new fan made Sonic game, which I became a fan of also, so hopefully fans of Sonic and fans of DF will become fans of it too. Incredible work by @SonicTeamJr https://t.co/EY4YqKIbuO
So uh... does anyone have some CD-i games they wanna sell me? Somehow they are becoming exceedingly difficult to find, as if not many people bought them back in the day. The more I have, the more we can stream/feature! #DFRetro #dontaskwhy
On this weekโs #DFRetro, @dark1x invited me over to play with the absolutely incredible PS1digital, a hdmi mod kit for PSX by the incredible @citrus3000psi. You can see our full breakdown in the video but tldr, I donโt think I could play PSX games any other way moving forward.
Today's video content is very special - @dark1x and @PC98_Audi assess the brilliant PS1digital. Here's how a lossless digital AV signal makes a classic console shine on a modern display: https://t.co/XkzXSXb06g
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