DavidSM64 / SM64-Fast3D-AA-Reducer

MIT License
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[QUESTION] With the advent of the newer "reduced lag" patch, does this still have any benefit? #1

Open NintendoManiac64 opened 2 years ago

NintendoManiac64 commented 2 years ago

I am referring to the following: https://www.romhacking.net/hacks/4905/

This is also labeled as "lag fix" in Patcher64+

Simply put, with that fix, does it negate the need to reduce the AA in order to achieve a constant 30fps?

DavidSM64 commented 2 years ago

I can't test this at the moment, so take what I say with a grain of salt.

In theory reducing AA should still be somewhat relevant, since this and the -O2 fix address different types of lag. The -O2 fix helps reduce CPU lag, whereas reducing AA helps with RDP lag. You can think of the RDP as being the GPU of the N64. For example, when you first enter JRB there is a lot of lag due to the transparent mist. This kind of lag is comes from the RDP, not the CPU, so reducing AA would help that lag a bit although not completely. The submarine in DDD is an example of CPU lag, because the game kept rebuilding the collision of the whole submarine every single frame.

NintendoManiac64 commented 2 years ago

Does this by any chance not impact the polygon rendering of the polygonal title text when you first turn on the game? When running unmodified SM64 through Cen64 vs the game with this patch, it produced visually identical results (I took screenshots).

But the seemingly disabled AA from Kaze's split-screen mod (presumably to help performance as much as possible) is definitely producing a much-more aliased visual result on the "SM64" title text in the very same copy of Cen64.

(I am admittedly using a 2017-04-30 build of Cen64 though)

DavidSM64 commented 2 years ago

Did cen64 have anti-aliasing back then? I always remembered it looking very aliased, even with vanilla SM64. Anyway, this uses the reduced version of AA, it doesn't completely remove it.