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SEGA MODEL 3 THREAD

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Thread replies: 44
Thread images: 12

File: 20-01-2017-20.36.01.jpg (234KB, 990x768px) Image search: [Google]
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I finally unpacked that Supermodel 3 bundle some anon posted here a while ago.

Supermodel 3 UI is actually more trouble than just using the executable itself and writing your own config.

>Daytona USA 2
Fun
Hornet handling is fucked

>SCUD
Toy track is jokes
Way too sensitive for some reason

>Sega Rally 2
This stage is fucking impossible
>>
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>>3750641
lol me too, yesterday. I found out that you can run 21:9 which looks amazing. How the fuck is FightingVipers2 21:9 but fucking Street Fighter V cant do it in 2016 ? Also daytona2 is more fun with forcefeedback enabled, texture filtering off and anti aliasing up instead. I set the analog sensitivity to 10 for the moment which seems less jerky in the racing games. Does anyone here use an Xbone pad for supermodel. If so whats the L&R trigger mapping in Xinput?
>>
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>>3751172
>21:9
I love how the way this emulator does it expands the 3D viewport but keeps the HUD margins 4:3.

>Force feedback
Already got that straightened out with some command line flags and config magic senpai.

>Texture filtering off, anti aliasing up
Considering the real hardware is texture filtered, I don't see why you would want it off. I used Nvidia Inspector to crank AA to 8x MSAA and it works just fine. By the way it uses legacy 3D engine by default which doesn't support mip mapping so you get insane texture shimmering all over. You can fix this pixel ant crawl by sticking New3DEngine = 1 into your Supermodel.ini which uses some custom code to support mip mapping.

>XInput
InputSteering = "JOY1_XAXIS"
InputBrake = "JOY1_ZAXIS_POS"
InputAccelerator = "JOY1_RZAXIS_POS"
Right analog stick is JOY1_RXAXIS_POS/NEG
>>
>>3751172
>>3751183
games made for wheels are never going to control perfectly with a controller
>>
>>3750641
>I finally unpacked that Supermodel 3 bundle some anon posted here a while ago.

>not linking it

bro.
>>
I'm having a sound problem in Sega Rally 2.

https://www.youtube.com/watch?v=8xkTyXESsv4
https://www.youtube.com/watch?v=m61bWZGbz0w

Notice how the sound in the first video has that weird squelching noise? The thing is, I'm using the same version of the emulator shown in the second video, and I'm still getting the weird noise. Does anyone know how to fix this
>>
>>3750641
>I finally unpacked that Supermodel 3 bundle some anon posted here a while ago.

Post a link mate ffs.
>>
>>3750732
WHAT
>>
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>>3751183
Thanks mate appreciated. Works like a charm! You are right, have it on minimal filtering now to take the harshness out of the textures.

>>3751445
Ok so, the official release has fucked up sound somehow. The wip release works perfect for me. Well doesnt sound as nice as the real thing, but its decent. The real model 3 has four channels, positional audio surround sound. Sounds really amazing.

>>3751449
here is the wip:

http://www.emu-france.com/emulateurs/6-arcades/61-multi-games/4198-supermodel-wip-x86-x64/

Here is the UI:

http://www.emucr.com/2013/09/supermodel-ui-v09-build-151-16092013.html

The games can be found on planetemu dot net.

Is there a way to get rid of the solid mud blankets in Sega Rally via the nvidia driver settings?
>>
Scud Race still looks pretty amazing.
>>
>>3751867

The model 3 in general is insane technology for 1996, the cloth and hair physics in Virtua Fighter 3 were unmatched for years.
>>
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>>3751913
Only for the company behind it, Real3D to close in 1999 with intel being sold its assets.
>>
It seems these model 2/3 threads have mostly been emulator talk, any hardware collectors out there?
>>
>>3751921
>Intel given the fucking blueprint to dominate the 3D graphics market hardcore
>Proceed to do nothing with it for years only to produce utter garbage internal GPUs later that lacked even T&L in the 2010s
Where did it all go wrong

>>3751970
The main reason for this is that games aren't interchangable and the majority of them use specialized controls, so pretty much every game has to be a dedicated cabinet
>>
>>3751970
I do collect jamma games, just not model 1/2/3.
They are rare and expensive. Would be so cool to own a daytona or scud race twin.
>>
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>>3750641
how do you get past this screen?
>>
>>3752068
tools, options, assign two buttons for ServiceA & TestA, go into the service menu in game and change the cab to single
>>
>>3751913
>The model 3 in general is insane technology for 1996, the cloth and hair physics in Virtua Fighter 3 were unmatched for years.

It wasn't really that insane - they just had something like 5 chips in parallel for everything the game had to do (physics, t&l math, rasterization). Which they could afford because the arcade boards cost a fuck ton.

Basically imagine if the N64 hardware cost $1000 a piece instead of $50.
>>
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>>3751183
Holy FUCK I finally did it

Theme park course is cool
>>
>>3750641
i dont like sim driving
>>
>>3753350
None of these are sim
>>
F 355 challenge is a bit on the sim side, in a bad way
>>
>>3753896
I think that's on Sega Naomi
>>
>>3750732
W-what the fuck is this.
>>
>>3751172
>>3751183
>>3751616
>>3751867
>>3752843
Damn, those screenshots look amazing.
>>
>>3750641
welcome to years ago! u fucking faggot.
>>
>>3755165
The best ride in the game
>>
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>>3755167
These games are going to be next to impossible to webm for more than a few seconds because 60 fps (preferably) and ant crawl from the lack of mip mapping destroys bitrates.
>>
>>3755263
>because 60 fps
framerate has insignificant impact on compressed video
>>
>>3752254
>5 N64s duct taped together
Sounds insane to me.
>>
>>3755587
source = destination if you want to show what something truly looks like.
>>
>>3756318
why would you change the framerate anyway? again, it doesn't do anything to the filesize. only bitrate and length do
>>
>>3756467
The higher the framerate means the lower the quality per frame. Distributing 800 kilobits across 25 frames will result in much better image quality than 800 kilobits across 60 frames. If your footage has a lot of complex scenery (Model 3 with no mip mapping) the quality and bitrate distribution isn't going to keep up to provide a good image quality.
>>
>>3750641
sega model 3 ?
>>
>>3756559
>Distributing 800 kilobits across 25 frames will result in much better image quality than 800 kilobits across 60 frames
No, that's not true. Not for normal video at least--if the frames were all random and had no correlation to each other (frame #1 looks nothing like #2 etc.) it would be true, but in a normal video only a few pixels change from frame to frame. Video compression algorithms aren't just like image compression applied in sequence. Image compression is just spatial compression, i.e. it efficient if lots of pixels in the same area have similar values. Video compression involves both spatial and temporal compression, meaning that the encoder considers how groups of pixels (macroblocks) change and move from frame to frame. If you had content at 60 FPS and downsampled it to 20 FPS, you'd have an average of three times as much change from frame to frame, but a third as many frames. In practice you will get some savings over 60 FPS keeping the "quality" (whatever that means) constant, but it is a very very small difference for the theoretical reasons I have just discussed.
>>
>>3756559
it's not just individual frames being compressed, it's the 'video' as a whole (i.e. differences between frames as well)

the higher the framerate, the smaller difference between frames

the smaller difference, the less bits you need to differentiate between frames - as long as frames are mostly consistent between each other and not a hyper-speed shuffled slide show, where a whole frame is different multiple times a second
>>
>>3757976
>the higher the framerate, the smaller difference between frames
This assumption is strongest for very clean, ordered videos (like a clip from a video game that involves a few crisp, well defined objects moving around the screen smoothly, i.e. any of the above posted screenshots), but it becomes less reliable the noisier the image gets.

A video of rain or a snowstorm, or grainy footage from a night-vision security camera for example, would require much less information to describe at 20 FPS than at 60 FPS, assuming constant quality. This is true because there would be thousands of tiny details moving around the frame unpredictably, so the temporal correlation from frame to frame is not the expected 3x higher for the video with 3x the frame rate.
>>
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>>3757912
Sega Model 3 arcade board
http://segaretro.org/Sega_Model_3#List_of_games

So far we've talked about
>Sega Rally 2
>Daytona USA 2
>SCUD Race

You can emulate a lot of these games with Supermodel, a Sega Model 3 emulator. It plays really well. Latest compile is revision 516 from late December.

http://www.emu-france.com/emulateurs/6-arcades/61-multi-games/4198-supermodel-wip-x86-x64/
>>
>>3755190
Is that seriously a part of Sega Rally(?), or is it just a mod?
>>
>>3759447
thats not Sega Rally, its Scud Race.
>>
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>>3759447
The cat one is SCUD Race. The revision called SCUD Race Plus includes a super beginner oval track that is essentially de_rats where you race against toy tanks, busses, rocket cars, and there's a giant real sized cat that is chasing a mouse or something through over the track. If you hold start while picking your car, you can play as those wacky things. The playable cat is scaled down to player sizes, the tank can shoot pellets, and the bus is filled with AM2 developers on the windows.

>>3750732
>>3758042
These are all from that track.
>>
Spikeout is a fun early 3D beat em' up.

https://www.youtube.com/watch?v=ZJaDnpTDH1o
>>
anyone else having fun with the emergency ambulance game?

https://www.youtube.com/watch?v=hTWm0u2cKAI
Thread posts: 44
Thread images: 12


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