Quote from: Spartan on June 14, 2017, 02:06:33 PMWell, on the plus side seeing Metro made me pick up 2033 and Last Light, and I've really been enjoying 2033 so farHope you got Redux
Well, on the plus side seeing Metro made me pick up 2033 and Last Light, and I've really been enjoying 2033 so far
Glad to see Wolfenstein The New Order is getting a sequel.
I never understood all the love for Wolfenstein.
Quote from: Spartan on June 14, 2017, 02:06:33 PMWell, on the plus side seeing Metro made me pick up 2033 and Last Light, and I've really been enjoying 2033 so farBest fps game series
is "teraflop" the new "blast processing"i suppose 4K is too
Quote from: Verbatim on June 16, 2017, 04:43:42 PMis "teraflop" the new "blast processing"i suppose 4K is toono
Quote from: LC on June 16, 2017, 05:43:32 PMQuote from: Verbatim on June 16, 2017, 04:43:42 PMis "teraflop" the new "blast processing"i suppose 4K is toonoi'm gonna say yeah definitely, actually
blast processing was a marketing buzzwordflops and 4k are actual things
The term "Blast Processing" referred to the faster performance of the Genesis. Many assumed that it was referring to the CPU clock rate. While the main Ricoh 5A22 processor of the SNES was clocked at 3.58 MHz, the main 68000 CPU processor of the Genesis was clocked at 7.67 MHz, twice the clock speed of its rival. In addition, the 68000 had a 32-bit internal data bus and 16-bit external data bus, whereas the 5A22 had a 16-bit internal data bus and 8-bit external data bus.However, the term "Blast Processing" was originally coined in reference to the high-speed DMA controller in Sega's Yamaha VDP graphics processor, which allowed much faster DMA transfer speeds than the SNES, along with Sega's faster RAM bandwidth. The faster bandwidth and higher fillrate of the Genesis gave it a number of advantages, such as higher resolutions during gameplay, faster and more complex parallax scrolling, fast data blitting, high frame-rate with many moving objects on screen, more tiles and large sprites per frame, and programmable 3D polygon capabilities with the base hardware (without needing any enhancement chips on cartridges). On the other hand, the SNES had its own advantages, such as its CPU having more instructions per clock cycle and higher amount of slower RAM, and its PPU graphics chip having more colors and being capable of a higher static menu resolution, more small sprites on screen, and Mode 7 tilemap scaling and rotation. Similar scaling and rotation effects were possible on the Genesis through DMA programming.At the height of the 16-bit console war of the '90s, Sega continually attempted to posit its Genesis console (a.k.a. Mega Drive) as the "cooler" one (over the SNES). Sega's advertising campaigns were edgy and confrontational, and "Blast Processing" was one of the many buzzwords coined to aid product differentiation. Sega focused on its biggest advantage, emphasizing the much faster performance of the Genesis in its "Blast Processing" commercials.
Quote from: LC on June 16, 2017, 05:47:10 PMblast processing was a marketing buzzwordflops and 4k are actual thingshttps://www.giantbomb.com/blast-processing/3015-963/QuoteThe term "Blast Processing" referred to the faster performance of the Genesis. Many assumed that it was referring to the CPU clock rate. While the main Ricoh 5A22 processor of the SNES was clocked at 3.58 MHz, the main 68000 CPU processor of the Genesis was clocked at 7.67 MHz, twice the clock speed of its rival. In addition, the 68000 had a 32-bit internal data bus and 16-bit external data bus, whereas the 5A22 had a 16-bit internal data bus and 8-bit external data bus.However, the term "Blast Processing" was originally coined in reference to the high-speed DMA controller in Sega's Yamaha VDP graphics processor, which allowed much faster DMA transfer speeds than the SNES, along with Sega's faster RAM bandwidth. The faster bandwidth and higher fillrate of the Genesis gave it a number of advantages, such as higher resolutions during gameplay, faster and more complex parallax scrolling, fast data blitting, high frame-rate with many moving objects on screen, more tiles and large sprites per frame, and programmable 3D polygon capabilities with the base hardware (without needing any enhancement chips on cartridges). On the other hand, the SNES had its own advantages, such as its CPU having more instructions per clock cycle and higher amount of slower RAM, and its PPU graphics chip having more colors and being capable of a higher static menu resolution, more small sprites on screen, and Mode 7 tilemap scaling and rotation. Similar scaling and rotation effects were possible on the Genesis through DMA programming.At the height of the 16-bit console war of the '90s, Sega continually attempted to posit its Genesis console (a.k.a. Mega Drive) as the "cooler" one (over the SNES). Sega's advertising campaigns were edgy and confrontational, and "Blast Processing" was one of the many buzzwords coined to aid product differentiation. Sega focused on its biggest advantage, emphasizing the much faster performance of the Genesis in its "Blast Processing" commercials.
yes i'm well aware that there was an actual process behind it, but the term itself was coined for a snazzy marketing campaign. flops and resolution are actual things that weren't named by marketers looking to sell a product. they're actual descriptors.
Quote from: LC on June 16, 2017, 05:52:50 PMyes i'm well aware that there was an actual process behind it, but the term itself was coined for a snazzy marketing campaign. flops and resolution are actual things that weren't named by marketers looking to sell a product. they're actual descriptors.that still function as marketing buzzwordsi don't think how the term was coined makes much of a difference with what i'm intending to compare