3 ms·
While I agree about the higher resolution point (SNES technically did support higher resolutions than Genesis, but not many games used this functionality as it
by GlitchMr 8y ago
While I agree about the higher resolution point (SNES technically did support higher resolutions than Genesis, but not many games used this functionality as it used more VRAM), I'm confused about two other points.
> a sound chip that didn't sound muffled all the time because of severely limited sample memory
Huh? SNES sound chip, SPC700 has 64KB of RAM, supported 8 voices and had 32 kHz sampling rate.
For comparison combination of Z80 and YM2612 used by Genesis had 8KB of RAM, supported 6 voices and had 22 kHz sampling rate.
That said, I agree that SNES sound does sound muffled, although this is mostly due to Guassian filter involved. The available RAM didn't help, but Sega Genesis had even worse in terms of available RAM.
> a faster CPU
Until you realize that all instruction execution times are multiples of four cycles. Yes, the CPU is 7.6 MHz, not 3.58 MHz, but effectively SNES CPU is slightly faster for FastROM games (not all games used fast cartridges however, for slower cartridges, SNES uses 2.56 MHz clock). Not much, but...
- mrob 8y ago>combination of Z80 and YM2612 used by Genesis had 8KB of RAM, supported 6 voices and had 22 kHz sampling rate Technically true, but misleading, because the 22kHz only applied to the DAC mode. The effective sampling rate (sampling rate needed to reproduce the output using PCM synthesis) of the FM synthesis mode is about 53kHz. And the Genesis also had a 4 channel (3 square, 1 noise) SN76489 PSG integrated on the VPU die, with effective sampling rate of about 224kHz, which could be used at the same time as the YM2612. In practice the frequency response is bottlenecked by the analog parts, but it still beats the SNES. The limited RAM is also of little importance because FM synthesis can generate complex tones without it. In contrast, SNES music is entirely sample based, so it's entirely dependent on sample RAM size (unless you're streaming samples from the cartridge, which is too expensive to do during gameplay). Theoretically it could use extremely short looping samples for PC Engine-style wavetable synthesis (which to my ears sounds better than standard SNES music), but AFAIK no commercially released game did this. >Until you realize that all instruction execution times are multiples of four cycles. Yes, the CPU is 7.6 MHz, not 3.58 MHz, but effectively SNES CPU is slightly faster for FastROM games The Genesis not only had a faster clock, but also a wider data bus, more registers, wider registers, and higher memory bandwidth. You're right that "megahertz myth" comparisons are invalid, but you're wrong that this lets the SNES win. https://segaretro.org/Blast_processing https://segaretro.org/Blast_processing has some detailed technical comparisons.