Path: chuka.playstation.co.uk!scea!peter_alau@playstation.sony.com From: David White Newsgroups: scee.yaroze.freetalk.english,scea.yaroze.freetalk Subject: Re: Sony's grand experiment? Date: Fri, 12 Jun 1998 13:55:35 -0700 Organization: SCEA News Server Lines: 26 Message-ID: <358195C7.41C6@cubic.com> References: <357EECC1.97053769@jps.net> NNTP-Posting-Host: onyx0.corp.cubic.com Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01SC-SGI (X11; I; IRIX 5.3 IP19) Xref: chuka.playstation.co.uk scee.yaroze.freetalk.english:1152 scea.yaroze.freetalk:725 I remember when the Play Station was begining to appear in California. I had started developing HolliDance for my Power Mac and was disapointed with the frame rate I was getting. I figured that the Play Station would be a good alternative, but didn't have any hope of ever porting HolliDance to it. Then I heard about the Net Yaroze program. It was as if Sony had read my mind. I was, however, concerned about available memory. I checked with some Play Station programers and they were doubtful that my Holli model would fit in the Play Station's memory. I decided to take the chance anyway. Besides, it would be cool to program a game console. Things actually turned out well. Not only was I able to fit my complete model into the Net Yaroze, I also achieved my origional goal of 12 frames/sec (4 times faster than my Mac!). My only disapointment is with the quality of the rendering. Having true z-buffering and perspective corrected textures would have been nice. As I understand, though, the pro developers face the same limitations, so I wouldn't have benifited from their SDK. Overall, I am pleased with the Net Yaroze program. I especially like the fact that Net Yarozes are multi-format (PAL and NTSC) systems as I live in both worlds. David