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Sega Saturn games in 4K resolution.

lazygecko

Member
This is the closest comparison that I can get....

PS1:
qO3DZaq.png


Saturn:
ew8iEMb.png


PS1:
WbhYtg2.png


Saturn:
OmEQ2aF.png


PS1:
tiY2M3G.png


Saturn:
4yzFHPV.png


PS1:
gTH3kkF.png


Saturn:
ryyuzcT.png

Wait a minute... The Saturn version has transparent character shadows?
 

c0de

Member
Transparency is nothing special. Tons of Saturn games have it.

Anyway, those screens show how badly compressed the textures are on Saturn, what a waste.

Yes, that is also weird because they shouldn't have space constraints on Saturn. It used discs just like psx.
 

gelf

Member
Holy shit, that is your upload? I watched this last year and was quite impressed.

Yeah its my upload. I planned to record more games like that but thats when I found Zwei was a lucky first try. Anything else I tried didn't emulate well.
 

Xbudz

Member
Thanks for the avatar OP!

Hahaha, perfect. You're welcome.

Edit:
Apparently the developer (Devmiyax) of the Android version of Yabause (uoYabause) has made a port of sorts to Windows based on the recent Android versions.
It's going by the name Yabause Devmiyax:

The most recent version is from Decemeber 31st, 2015.
Download it here: http://down.emucr.com/v3/5078655684313088

The Android version is going strong so I'm going to try this out when I get home.
 

ss_lemonade

Member
^ Haha, That game is so Japanese.. I don't even know how to get to the battle scenes which is what I would want to take a screenshot of.

Wait, Japanese? Dragon Force? Or are you talking about the sequel? I believe people have fully translated the sequel already and that you can apply the translation patch to a copy if you had one
 

Xbudz

Member
Wait, Japanese? Dragon Force? Or are you talking about the sequel? I believe people have fully translated the sequel already and that you can apply the translation patch to a copy if you had one

Ah you are right, I thought it was Japanese only for some reason. I will investigate further!
 

kinn

Member
Seriously, I am dying to see an upscaled version of xeno running at the same resolution on dolphin and citra to see the differences when resolution is equal.

That would be a good comparison . hasn't someone like digital foundry done this?
 

Windforce

Member
Incredible thread. :)

Anyone testing Shining Force III? The fully 3D polygonal backgrounds should look really nice in HD, they looked pretty good back then. (oh, and maybe Grandia too).

The 2D sprite characters could look rough, though.
 

ss_lemonade

Member
Transparency is nothing special. Tons of Saturn games have it.
But didn't a ton also have really bad looking transparencies? Even the snes seemed to do better transparency effects.

I think a lot of developers only simulated the effect using some sort of dithered, checkboard effect due to technical limitations, and only a handful of late games did it properly (Burning Rangers?)
 
Wait a minute... The Saturn version has transparent character shadows?

Yeah it actually does for the circular shadows. I should point out that OpenGL mode in Yabause can sometimes convert dithered meshes into transparencies.


Transparency is nothing special. Tons of Saturn games have it.

But transparencies still aren't a trivial thing to do on the Saturn.

Here's a good video explaining how they work across both VPD1 and VPD2: https://www.youtube.com/watch?v=f_OchOV_WDg

Anyway, those screens show how badly compressed the textures are on Saturn, what a waste.

It might have something to do with the video memory of the system.



Also, I have been playing Alien Trilogy:
u9VBzvp.png

NNM6n7s.png


The game works, but unfortunately is prone to crashing when too many enemies are on scree at once. It seems like a bug.
 

s_mirage

Member
But didn't a ton also have really bad looking transparencies? Even the snes seemed to do better transparency effects.

I think a lot of developers only simulated the effect using some sort of dithered, checkboard effect due to technical limitations, and only a handful of late games did it properly (Burning Rangers?)

The Saturn can do transparencies but there are a ton of catches. In short, background planes generated by VDP2 (either 2D or Mode 7 like) can be transparent against each other with a customizable amount of blending. VDP1 objects (i.e. sprites and polygons) can be 50% transparent against each other but the performance is slow + they are prone to glitches if they are rotated at all. Finally, parts of VDP1's framebuffer output can be made transparent against VDP2 generated backgrounds (or VDP2 backgrounds transparent against it), but that can cause disappearing polygon glitches due to the polygons not really being transparent, only the framebuffer output.

Burning Rangers uses clever design and programming to achieve its results (software buffering to enable the above effects but with a multi pass approach?), but IIRC that ended up with some of the transparencies only being half the usual resolution.
 

Xbudz

Member
Alright! I managed to get a couple more games to work with Yabause Devmiyax!

oQt5Jwm.jpg

OjVLnsi.jpg

TroXojg.jpg

1nAurOo.jpg

Last Bronx

rKYssQH.jpg

M5MODSW.jpg

uGPewj2.jpg

1Gnkp6C.jpg

DecAthlete

Here's a couple more from Burning Rangers:

EJlPcKa.jpg

NZ2ttGh.jpg

Burning Rangers

And here's a couple more from Wipeout 2097 (XL):

pjieSlS.jpg

8YUqEmB.jpg

Wipeout 2097 (XL)

Oh and here's Panzer Dragoon Saga:

bOmijwI.jpg

1xoaRTq.jpg

ra9eSAC.jpg

HDLvuBX.jpg

Panzer Dragoon Saga


If you want to try for yourself, download Yabause Devmiyax here: http://down.emucr.com/v3/5078655684313088
 

gelf

Member
Are you converting these screenshots to 4:3 yourself? I tried the latest version of the emulator and I can't find a way to maintain proper aspect ratio in full screen.
 
It might have something to do with the video memory of the system.
Saturn had split video memory (512KB texture memory, 512KB VDP1 frame buffer and 512KB VDP2 memory) while the Playstation had 1MB unified video memory. With the Playstation, this meant you had room for more / higher quality textures if your frame buffer wasn't that big.
 
Dark Savior scales nicely in HD:

Native internal resolution:
8TfGWiF.png


OpenGL:
HWibyCO.png


vMrg5BM.png


PnHVSCp.png


Rzj4tF8.png


PzQTrsY.png


But sadly the game doesn't run for after I press start. It crashes after the title screen. I managed to get these screenshots by just letting the game play the demo screen.

Are you converting these screenshots to 4:3 yourself? I tried the latest version of the emulator and I can't find a way to maintain proper aspect ratio in full screen.

Sadly there isn't a way to maintain a proper aspect ration while playing. For me I set my full screen resolution to 2048*1535 and just play the game stretched. When I take a screenshot it will output as 4:3 because of the resolution that I set it too.
 

c0de

Member
Dark Savior scales nicely in HD:

Native internal resolution:
8TfGWiF.png


OpenGL:
HWibyCO.png


vMrg5BM.png


PnHVSCp.png


Rzj4tF8.png


PzQTrsY.png
But sadly the game doesn't run for after I press start. It crashes after the title screen. I manages to get these screenshots by just letting the game play the demo screen.



Sadly there isn't a way to maintain a proper aspect ration while playing. For me I set my full screen resolution to 2048*1535 and just play the game stretched. When I take a screenshot it will output as 4:3 because of the resolution that I set it too.

I really like your screenshots but could you please extra quote them so they don't get too large on the screen? Thanks!
 
The Saturn can do transparencies but there are a ton of catches. In short, background planes generated by VDP2 (either 2D or Mode 7 like) can be transparent against each other with a customizable amount of blending. VDP1 objects (i.e. sprites and polygons) can be 50% transparent against each other but the performance is slow + they are prone to glitches if they are rotated at all. Finally, parts of VDP1's framebuffer output can be made transparent against VDP2 generated backgrounds (or VDP2 backgrounds transparent against it), but that can cause disappearing polygon glitches due to the polygons not really being transparent, only the framebuffer output.

Burning Rangers uses clever design and programming to achieve its results (software buffering to enable the above effects but with a multi pass approach?), but IIRC that ended up with some of the transparencies only being half the usual resolution.

I was really surprised by Sonic R's last track. The whole game looked amazing for the Saturn, but the transparency on that track is the cleanest I remember seeing on the system.

Wow, Dark Saviour looks fantastic.
 

Xbudz

Member
Are you converting these screenshots to 4:3 yourself? I tried the latest version of the emulator and I can't find a way to maintain proper aspect ratio in full screen.

Yeah, playing stretched in 4K and resizing to 4:3 before posting. Some graphics cards and screen combos allow custom resolutions if you wanted to attempt enforcing 4:3, but I don't really mind playing stretched so I just resize.

Dark Savior scales nicely in HD:

OpenGL:
HWibyCO.png


vMrg5BM.png


PnHVSCp.png


Rzj4tF8.png


PzQTrsY.png

These look great! Too bad to hear it doesn't run after pressing start :(
 

nadnerb 64

Neo Member
AHHH the sega saturn. I owned most of those games and now want to go back and play al ot of them. Hindsight, they system wasnt that great but still had some decent games for it
 

iidesuyo

Member
Does anyone remember Bug! ? It must look like a mess with all it's scaled sprites.

I would love to see more of Sega Rally and Daytona CCE, especially track details (like the rollercoaster)...
 

cireza

Member
But didn't a ton also have really bad looking transparencies? Even the snes seemed to do better transparency effects.

I think a lot of developers only simulated the effect using some sort of dithered, checkboard effect due to technical limitations, and only a handful of late games did it properly (Burning Rangers?)
Saturn could handle true transparency without any problem. The complexity came of the fact that two different video processors (VDP) are used to create what you see, and they normally cannot see what the other is doing. Which makes applying transparency on what the other VDP does impossible (normally). The result of their processing is merged in memory to be displayed.

In this case (Resident Evil), obviously the VDP that handles 2D backgrounds has no difficulty putting a transparent shadow over the background, as it handles both. Then the VDP handling the 3D objects simply put them on top and we are done. Nothing impressive here. Making shadows is in fact the easiest thing to do.

Burning Rangers came around this problem by sending the image from one VDP to the memory of the second VDP, so this one could apply the transparency on the whole picture.

But transparencies still aren't a trivial thing to do on the Saturn.

Here's a good video explaining how they work across both VPD1 and VPD2: https://www.youtube.com/watch?v=f_OchOV_WDg
Already know about this video, but thanks anyway. This video tends to demonstrate that transparency is a lot less complex than people normally imagine. As a developer, you simply had to be clever, but otherwise, transparency was directly provided by the console tools.

Playing many Saturn games, you can easily see that true transparency is everywhere. Right now I am playing Shining the Holy Ark, and I can't even count anymore the number of transparent enemies. Spells also have transparency effects. Shining Force III is full of transparency effects two. Grandia has transparent shadows for buildings (gone from the PSX version). Etc...
 

gelf

Member
Is this able to be done in SSF? Pretty much all those games work fine with that emulator as far as I can tell.
SSF is a much better emulator for compatibility but you can't do anything like this. It's original resolution only.
 
After some browsing, I think I've found some DS shots that are pretty close to the scenes shown here. It's always interesting to compare between similar systems...

(Hmm, so they did things to the textures and backgrounds again when porting things to the DS...)

PS1:
qO3DZaq.png


Saturn:
ew8iEMb.png


DS:
OQXIHi8.png


PS1:
WbhYtg2.png


Saturn:
OmEQ2aF.png


DS:
zoJJuUi.png

Either way, all the talk on Sega Saturn games at a really high res makes me think about certain 3D DOS games that are basically stuck on 320x200 and wish they did at least 640x480 or better...
 

lazygecko

Member
After some browsing, I think I've found some DS shots that are pretty close to the scenes shown here. It's always interesting to compare between similar systems...

(Hmm, so they did things to the textures and backgrounds again when porting things to the DS...)



Either way, all the talk on Sega Saturn games at a really high res makes me think about certain 3D DOS games that are basically stuck on 320x200 and wish they did at least 640x480 or better...

Lots of DOS games from the period support SVGA rendering, actually.
 

Xbudz

Member
I had one of those converters and it blurred the image so much in motion that I took it back. It might be ok for 3D games, but for 2D, eh.

Most 3D fighters do that stupid res switching, though on my upscaler it's not as bad since it sticks to one res no matter the res switching.

Thanks very much for the warning re: Framemeister.
I'd be using it for everything 2D and 3D, so it might be worth the sacrifice unless you might have a suggestion for a different upscaler of similar quality?

You're right about that HD converter upscaler though, it does have blurring in motion.
Thankfully my TV does work to clean some of that up- so it's ok for now, but I am indeed looking for something better down the road.
 

gelf

Member
Yeah, playing stretched in 4K and resizing to 4:3 before posting. Some graphics cards and screen combos allow custom resolutions if you wanted to attempt enforcing 4:3, but I don't really mind playing stretched so I just resize.
This worked! I was able to make this vid of a boss fight in Panzer Dragoon Saga if anyone's interested to see the emulator in action. I was using the newer version linked in this thread:

https://youtu.be/oC0TxNnPfvE

For anyone interested in doing the same I created a custom resolution in Nvidia control panel of 1440x1080(only have a 1080p monitor so no 4K for me) and was able to display in 4:3 properly. It doesn't work if you just set that resolution in the Yabause settings though as that ends up pillarboxing a widescreen image, you need to also have your desktop displaying at that resolution as well.
 

Xbudz

Member
This worked! I was able to make this vid of a boss fight in Panzer Dragoon Saga if anyone's interested to see the emulator in action. I was using the newer version linked in this thread:

https://youtu.be/oC0TxNnPfvE

For anyone interested in doing the same I created a custom resolution in Nvidia control panel of 1440x1080(only have a 1080p monitor so no 4K for me) and was able to display in 4:3 properly. It doesn't work if you just set that resolution in the Yabause settings though as that ends up pillarboxing a widescreen image, you need to also have your desktop displaying at that resolution as well.

Awesome! Glad that worked for you.
Thanks for sharing!
 
Yeah, but for the few that didn't...

*sadface*

and a bit more

Here's a comparison between the Chris models:


PS1:
IkAYQyL.png


Saturn:
B6ygK42.png


DS:
chris-dszyyw3.png

The poor Saturn Chris has seen some shit. The DS Chris went through a pretty big overhaul from the Playstation game. The DS model is clearly based on his Code Veronica model. You can also see newer modeling techniques applied as well, like no detached balljoint arms and legs. He doesn't have any horrible clipping issues seen in the ps1 version either.
 

KC-Slater

Member
Did the DS version have pre-rendered backgrounds? It looks like they are obviously still fixed perspectives, but they look like they made be real-time rendered from those images.
 

kinn

Member
Dark Savior scales nicely in HD:



But sadly the game doesn't run for after I press start. It crashes after the title screen. I managed to get these screenshots by just letting the game play the demo screen.

Wow. I got such an urge to replay DS. Shame its not working.
 

zhixson

Member
I love threads like these, and there are many, many fond Saturn memories flooding back. I gotta say, though, that I cracked up hard when I saw this face:

vBmxuDG.png


The mansion has really wrecked her it seems. Poor Jill.
 

Timu

Member
Thanks very much for the warning re: Framemeister.
I'd be using it for everything 2D and 3D, so it might be worth the sacrifice unless you might have a suggestion for a different upscaler of similar quality?
Sync Strike+GBS 8200 is a great alternative(which is what I use)! Doesn't blur and keeps the picture intact!
 
Does anyone remember Bug! ? It must look like a mess with all it's scaled sprites.

I can't get the first Bug! game to work. But Bug Too! does...

Native internal resolution:

Bug Too! actually does have some benefits when going to an HD resolution. Not as much of a pixelated mess as one would imagine.



Here is another platformer, Pandemonium...

AmtKzKh.png


Software rendering:
eEKRCrV.png


OpenGL:
4snCHme.png

yRrIcoG.png

This game crashes after about thirty seconds of playtime. So I couldn't really take any more screenshots.


And a non-platformer, Road Rash:

Software:
DQb23YQ.png


OpenGL:
B4I1RrQ.png

1GZVn6U.png

07qcAqB.png

TVGGdCR.png

0wNyE96.png

The menu's are really bugged, sometimes I will get black screens and other times the game will freeze. But the actual in game racing works fine.
 
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