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> Sure, it's technically deterministic. But it's also very chaotic, as it depends on the exact position of the vertices Exactly. It’s not random. So let’s not
by hnlmorg 3y ago
> Sure, it's technically deterministic. But it's also very chaotic, as it depends on the exact position of the vertices
Exactly. It’s not random. So let’s not exaggerate things please
> I'm really struggling to think of any scenario where the chaotic pattern of over-blending might produce a desirable result. Do you have any examples?
You’re deliberately misrepresenting my comment here.
You claimed that alpha blending is useless on the Saturn and I said it does have its edge cases but you need to stop thinking about the console as a 3D system. Sure, it was intended to compete with 3D systems but architecturally it’s really just a super powered 2D console.
This is why for pseudo-3D purposes, alpha blending doesn’t work well. But for 2D purposes it’s great.
Also I’d argue that the problem with 3D isn’t the alpha blending specifically but rather how order in which the Saturn renders and the use of quads.
> …APIs…
you keep talking about Saturns APIs but it wasn’t released with an SDK on launch (the PlayStation was, which is another reason behind its success with 3rd party studios). Saturns SDK came later, originally developers were expected to write assembly.
> And since the Saturn was always intended to be a 3D capable system
I doubt we’ll ever full know the truth as there are conflicting reports from people who were in Sega itself during genesis of the Saturn (pun intended).
We also know that Sega turned down Silicon Graphics (who later worked with Nintendo) and the reasons Sega turned them down is a topic of great speculation too.
There is so much folklore around the Saturn that it is hard to say anything for certain beyond the hardware architecture. And architecturally, speaking its 3D capabilities are kludge because Sega tried to hedge their bets with 2D as well.