RISC = Reduced Instruction Set, so yes, higher clock don't always help. You have pretty fast instructions, but they are more basic than from CISC CPUs. A popular example would be (has nothing to do with RISC itself) the MOS 6510 of the Commodore 64. It lacks division in hardware completely. So it was not slow for divisions, they was absent. They have to be built in software (today often part of a compiler or framework), what caused more work and resulted in more instruction. So a RISC instruction is always at of fixed cycle amount (short) but often takes multiple instructions to get the same result. For simple tasks that's great, for more complex tasks it could be a downside. On a console, where for sure the compiler libraries are missing or limited, companies had to build their own libraries and code to run a specific action. And this has to be optimized and updated over months or years, to find the best solution. After all this "nonsense" I have to say, that the PS1 design is just a masterpiece, seen from the perspective, that it was "gen1". Would be interesting from where they go the deep knowledge of the used hardware and how to scale it well. It doesn't look like there were bottlenecks for programmers at the beginning, like it was on the PS3. Even earlier games ran very well and looked already solid.
@GenerationPixel47 минут бұрын
The system that dragged me away from the PC Master Race 😉
@rhtr.Сағат бұрын
Great channel and videos 😃 sub!
@TheHammersmashdave2 сағат бұрын
tekken 2 intro fmv music instantly choked me up. Still my favorite intro fmv ever.
@santitabnavascues86732 сағат бұрын
I've seen the instruction set of PSX and its hardware layout and the only thing i took out clear is that it severely lacked a floating point unit.
@Kruz8er2 сағат бұрын
Great video. Really surprised you didn’t talk more and make more comparisons to Namco System 11. Great videos, looking forward to more. Would love to see a video on Tom and Jerry from the Atari Jaguar and how great it handled Doom compared to everything else at the time, except for the music lol
@MaxAbramson32 сағат бұрын
The front end of the saturn was actually about twice as powerful as the playstation: 144? MIPS vs 90 MIPS. yet the playstation obviously had much more developed rendering hardware, performing more rendering features per second--RFS.
@joesaiditstrue3 сағат бұрын
ps1 has one of the, if not the best RPG libraries of all time
@mutalix3 сағат бұрын
Man thank the holy YT algorithm for bringing up your video. That Tekken 2 opening ost busted my nostalgia wide open. Great upload, gladly subbed. Will you be making a video on PS's 30th anniversary?
@johneygd4 сағат бұрын
We all throught that the ps1 was sony’s first entry into gaming but that’s not the case because back in 1984 sony had their but most popular variant of the msx system wich was a hybrid game console and computer system in 1. Sony also came up with many accessoires for it including many different controlers for it. Heck sony did even made some games for the msx. So the msx deserves it’s place in history as part of sony’s experience into video gamong😁
@Ehal2564 сағат бұрын
Saturn's sh-2s can't perform more then one instruction per clock..
@athos53594 сағат бұрын
wel for sure way more than a mips 3000 cpu from 88.
@Ehal2563 сағат бұрын
@@athos5359pretty sure they're about the same performance per clock cycle, main difference is that the saturn has two.
@ArneChristianRosenfeldt3 сағат бұрын
Google always comes up with the full fat manual.pdf, but in there it is mentioned that the SH2 has two instruction decoders . Each of which takes in one word of the 32 bit fetched from memory. Like ARM would do add and shift in every instruction, here the idea was to still do that occasionally when one instruction was ALU and the other shift? I would also say that MUL and DIV should run in parallel. Load store needs the ALU for the memory mode, but what about the zero register?
@athos53593 сағат бұрын
@@Ehal256 the mips 3000 has 115000 transistors vs 500000 transistors sh 2 no chance here the sh2 is a more modern cpu but the saturn had to do more in software.
@Ehal2563 сағат бұрын
@@ArneChristianRosenfeldt I'd have to check the manuals, but it probably has dual decoders because it fetches 32-bits per cycle and instructions are all 16-bits. I am pretty sure it'll never have two instructions in the alu or retired at once (unless you're counting the divider, which runs on a separate clock)
@juu2264 сағат бұрын
Another interesting video, thanks! About this raw horsepower of both consoles, Doom port is good example since it was running without GPU acceleration and Saturn was struggling much more there, PSX also had huge slowdowns to single digit frames per second but overal it was much smoother than on Sega console.
@drunkensailor1123 сағат бұрын
Doom is a terrible example as it was only allowed to run through software and not use the gpu on saturn because carmack hated affine texturing. Just look at quake, duke nukem, or powerslave which were superior on saturn compared to ps1
@juu2263 сағат бұрын
@@drunkensailor112 Yes I know, that is why it is good example to compare raw CPU power, beacuse in that game consoles are running basically same software renderer. Duke, Powerslave and Quake where build up from the ground up on Lobotomy Soft engine for saturn so they are basically different games/different code.
@drunkensailor1123 сағат бұрын
@@juu226 but for cpu you need to at least use both saturn cpu's, while with doom they used one.
@juu2263 сағат бұрын
@@drunkensailor112 That is good argument.
@joesaiditstrue3 сағат бұрын
@@drunkensailor112you can't run both Saturn CPUs in parallel, they're on the same bus
@kloroformd4 сағат бұрын
Engaged for the Al Gore rhythm.
@UON4 сағат бұрын
Excited to watch this one! I had a Saturn 2 years before I got a Playstation, was excited to have some actual transparency in games but the first thing I noticed was how dithered everything look. On an s-video cable connected to a CRT you could still see the patterns and it reminded me of how the genesis used dithering to fake transparency, for a while I thought the Playstation was kinda faking its colors haha
@joesaiditstrue3 сағат бұрын
metal gear solid and Silent Hill 1 went hard with the dithering
@fizzypopvfx4 сағат бұрын
Yess! Been looking forward to this one!! Sitting down with my tea to watch now 😁😁
@evilfreak711 сағат бұрын
I liked the simple breakdown of each section, but if you're framing the video as "how the whole console works" and invoking statements about it being allegedly weaker than one system or the other (says who?) then you should really cover the whole thing. I know you've said you don't want to make the videos too long but I'd be happy to watch a half hour or even hour long video, if it means being more comprehensive. I also concur with the other comment complaining about the mouth noises, definitely try and cut around those in future videos cos it's not pleasant to hear. Still enjoyed the vid though!
@SpinDlsc18 сағат бұрын
Hard to believe the system is 30 years old now! It may not have had a lot of games compared to PSX, but its library, especially for Japanese games, was incredible!
@ofmannotmachine301220 сағат бұрын
This channel is amazing! I'd love to see you do one of these videos for the 3DO console!
@PuerMortemКүн бұрын
Can't understand your pronunciation of... "Gamehood"? Looking around KZbin I can't find his channel. Links?
@jackc08Күн бұрын
Might be wrong but sure I heard somewhere that the Saturn didn’t use the normal polygon based graphics and that the quads were actually sprites rotated in 3d space
@RazorEdge2006Күн бұрын
Sega Model 3 supported both quads and triangles. Early Model 3 games used quad, whereas later Model 3 games used triangles.
@CplEthaneКүн бұрын
Your assessment about how the developer needs to stick mostly/entirely to assembler when it comes to maintaining performance isn't correct. *The Hitachi SH-2's RISC assembly was designed specifically in mind for the C programming language. It even states as much in Hitachi's SH-2 spec.* While it is true that coding in hand-optimized assembler _(key word here: hand-optimized)_ will always be faster than equally optimized C code, that doesn't mean C-compiled code is several orders slower. Michael Abrash, a colleague of John Carmack and probably the greatest assembler wiz of all time, stated as much in just about every volume he's ever written, and he even demonstrated this fact many times. And he proved this fact using the incredibly obtuse 16/32-bit Intel chipsets, whose CISC instructions were decidedly not optimized for C compilers. You can produce an executable using pure C that will rival (but never outdo in terms of clock cycle performance) pure assembler. Again, my source is Abrash. And when you're in the breakneck environment of video game production for the console market, it makes no sense to stick entirely to piecemeal assembler. Now, when it comes to the Saturn's DSP, that's a completely different matter. The only way to effectively work with that powerful but obtuse beast is in pure assembler and with matrix mathematics no less. This is because you have to pipeline every instruction by hand and it's painful. Programming for the SH-2 itself is easy and straightforward, but adding that DSP into the mix changes everything.
@lucian2701Күн бұрын
Newcomer here. I found your first Saturn video genuinely interesting and appreciate this follow up one (I'll be checking out your other ones at the weekend as I'm sure they'll be as interesting). That you're doing it because you want to speaks volumes - Keep doing it as long as you're enjoying it. :)
@RWL2012Күн бұрын
*works, for as long as there are still working Saturns.
@codyflasher76572 күн бұрын
Super lagtendo😂 love both snes and genesis but genesis games had way less lag lol
@codyflasher76572 күн бұрын
Do the pc-engine please
@MetallicOrwell2 күн бұрын
It would be extremely useful to have a video explaining how the color limitations actually influence the art design in Mega Drive games in depth. The fact that you have to use them in sets of 16 is incredibly important. For example, in Streets of Rage 2, the game uses the same palette for all 4 main characters, as well as some of the enemies, only one for the backgrounds (I'm pretty sure) and the others when it's time to palette-swap enemies. In Sonic, the monitors use the same shades as Sonic's shoes, and so do the springs, etc etc etc. This obviously influenced art and character design, because you had to know what colors your objects would be sharing with other objects. Knowing this is much more important than knowing about the supposed limit of 64 on-screen colors, in my opinion. If you made a video explaining this, I would be very grateful, and I think it would move the discourse regarding color limitations in a much more productive direction. Cheers.
@davidretrogamesplayedbadly35332 күн бұрын
I'm still confused 🤪
@Isabel3692 күн бұрын
Nobody wanted a sega Saturn 🪐 the only console that everyone wanted after the genesis was a PlayStation at the time I know because I was there.
@lcalvom2 күн бұрын
666th like 🤣I loved this console even though I never owned one when I was a kid (I visited my friend's house way too much so I could play SONIC).
@BleughBleugh2 күн бұрын
Thanks!
@SuperDeluxe802 күн бұрын
only flaw on the SNES was the 8:7 aspect ratio. thats why it couldn't do 4:3 at full resolution they faked it by streching the 8:7.
@Colin7555MO2 күн бұрын
what if the saturn got 𝓯𝓻𝓮𝓪𝓴𝔂
@tiwanx2 күн бұрын
Not going to lie. When I saw the title of the video, I thought it was gonna about the Saturn being used in prisons and an offices...lol 😂
@samaeldrakul41913 күн бұрын
blast processing!! ✊️
@DadLadsGaming3 күн бұрын
Excellent review Chris. I've still only played the tutorial of the campaign.....plenty of fun sessions on the Operations mode though👍👍
@Retro48K5263 күн бұрын
Yeah the co-op is a lot of fun, let me guess you go sniper class
@DadLadsGaming3 күн бұрын
@Retro48K526 😂😂😂of course.
@pukalo3 күн бұрын
If you like complicated game consoles, try looking at the Atari Jaguar. That thing is a whole mess to understand, complete with crippling hardware bugs that severely limited developers' options when making games for it since they had to figure out workarounds. Luckily these days the Jaguar is an open-source platform.
@ArneChristianRosenfeldtКүн бұрын
It’s not complicated: there is only one memory, you have Jerry for audio and Tom for graphics. Within Tom you either use OP for 2d games , or GPU+blitter for 3d . Main CPU is the same as in genesis. Just keep your game logic as tiny as in a genesis game! Want 3d collision detection and physics? Oh that gonna be complicated… As someone wrote “there is only one system bus”. So Flare / Atari does not recognize this design flaw as a bug. On the system there are async DRAM (expensive), the internal connections of Tom and Jerry, and the slow legacy stuff like 68k , controllers, ROM. So already the rough design would need to separate these three and have bridges. And it need to be allowed the read write order is changed. So if some device wants to read something from another device, this request might need to pass bridges and wait in queues . The read value then travels back. Atari Devs could not grasp this messaging like in Small Talk between objects.
@athos5359Күн бұрын
@@ArneChristianRosenfeldt tom 750000 transistors.jerry 600000transistors do the math .btw is jerry only for sound.
@ArneChristianRosenfeldtКүн бұрын
@@athos5359 Jerry DSP has 8kB local memory compared to 4 kB on the GPU. Additionally, there is a ROM with sine and other stuff I don’t understand. That is we’re the transistors are for. You can upload a lot of code and instruments onto Jerry on Level load. Or you can do quite large FFT and reverb effects . Of course , I’d rather would have saved some money on chip manufacturing and instead pay for 64 data pins on Jerry. And even more pins for the bridge to keep the slow components of the memory bus. Math: 6 x 8 x 8000 = 3000 x 128 = 384 000 transistors
@SethMcKenzieTV3 күн бұрын
Great video, I really enjoyed and Shree with a lot of what you say. You say Anniversary lost a lot of that magic (which I agree with, TRA was trash), did you see Core Designs cancelled Tomb Raider 10th anniversary edition?
@Retro48K5263 күн бұрын
No I haven’t seen that one, did it look good?
@SethMcKenzieTV3 күн бұрын
@Retro48K526 it looked amazing. It was a remake that really enhanced the original atmosphere... You should search it up, but it's saddening that we never got it. It's called Tomb Raider 10th anniversary edition
@davidretrogamesplayedbadly35333 күн бұрын
You have mad painting skills mate, just incredible. The game looks stunning, great that the universe has been properly captured within a game. I'm so impressed I shall fire up spacecrusade on the speccy 🤣
@Retro48K5263 күн бұрын
Thanks mate, shame there is not a switch version as I think you would enjoy it, its very shooty
@Quakester20003 күн бұрын
Also the Work Ram is split in 2. 1 meg slow ram and 1 meg fast ram. Low score boy has great video on this. Burning rangers used trick by rendering transparency on vdp 2 and transfer over check out low score boy video it's awesome
@DoggoneNexus3 күн бұрын
2:32 "...and it holds most of the core design elements" Heh
@Visuwyg3 күн бұрын
Can you make one of these for the PS1?
@Retro48K5263 күн бұрын
Coming this Friday
@overkill14733 күн бұрын
First Tomb Raider On Saturn is the best game in the franchise. Is has this magical lighting going on which really captures the claustrophobia of going deeper and deeper into the uncanny Tombs.
@Retro48K5263 күн бұрын
Agreed I think the lack of draw distance helps it on Saturn and PS1 as it adds to that underground tomb atmosphere as you say
@lifesoordinary3 күн бұрын
Both Saturn videos were excellent. Such a good explanation on the difference between programming effort vs difficulty
@Retro48K5263 күн бұрын
Thank you, glad you enjoyed both of them
@emmettturner94523 күн бұрын
Super Mario Kart uses a DSP chip to accomplish that, so it wasn’t simply doing it with Mode 7 on the console.
@Retro48K5263 күн бұрын
Yeah I get that but I didn’t want to get into the various chips on games as the video would have been hours long with all the different chips they used
@greghill003 күн бұрын
I can feel your passion for the greatest console of all time. Would like to have a new video on the Megadrive sound.
@Retro48K5263 күн бұрын
I may get to it one day but I want to make sure I do it justice
@totoonthemoon35933 күн бұрын
Good video. The SNES was 8 bit console. Only players and few magazines called it 16-bit console (generation), not Nintendo. But, le last 35 games using a 16-bit CPU / ROM inside the cartridge could be considered as it.
@Retro48K5263 күн бұрын
Is that because you consider it 8-bit due to the data bus? As the chip is often described as a 8/16bit
@totoonthemoon35933 күн бұрын
@@Retro48K526 Yes, because the data bus that interconnect everything to the CPU bus, the cartridge slot too. Sure, internaly the CPU can compute 16-bit values (like the Z80 and other CPU does), but it require to be loaded as two 8-bit word first. The main resolution is really 8-bit too (256x224). By chance the SNES is a great system with amazing software running on it, thanks to the graphics and sound chips (and extra cartridge circuits). I love the Super NES.
@ssppeeaarr13 сағат бұрын
so its kindalike the turbo gfx... lol sweet.
@totoonthemoon359312 сағат бұрын
@@ssppeeaarr Exactly. The PC Engine is a great early hardware with good games too.
@chriscueva18663 күн бұрын
Last great ff game? 12 is better.
@capnjackgallows32043 күн бұрын
12 is white hot liquid shit.
@Retro48K5263 күн бұрын
Im not a fan of MMOs they don’t feel like JRPGs to me as the design elements are very different and 12 takes a lot from them and I hated the combat system of setting up AI routines etc
@Nixxx20003 күн бұрын
I bought Sega Saturn in 1996 mainly for Sega Rally and Panzer Dragoon Zwei but quickly became my fav gaming system. Virual On, Fighters Megamix, Alien Trilogy, Virtua Cop, Daytona USA I and II, Command and Conquer
@Sethicorn3 күн бұрын
What was the game you showed at the end? With the comic book panels?