VISCVG my beloved. It has its uses, but it makes a surprisingly decent wireframe view if you use reduced aliasing, since every single primitive edge is sharply marked
VISCVG just draws on top of an existing scene, so it's no faster than a normal scene. Main concern is still RSP. CPU's going down bit by bit with every function matched, but fixing RSP is gonna be hard because custom microcode.
Diddy Kong Racing But Is Take On Me.
Mmm yes I do love me some coverage buffer gaming.
And yet still not 60 FPS somehow. What's the bottleneck while running the game with these visuals?
VISCVG just draws on top of an existing scene, so it's no faster than a normal scene.
Main concern is still RSP. CPU's going down bit by bit with every function matched, but fixing RSP is gonna be hard because custom microcode.
i have a code that does this for dkrds sort of.