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Everything posted by orange808

  1. Even if I misunderstood the post, it's still an EDID problem. If the display is 4k and the computer doesn't detect it properly, it's still an EDID issue. Either the next device in the video chain (after the computer output) isn't properly advertising it's capabilities (most likely) or the driver/OS aren't handling the EDID information properly. It's likely the issue is the because of an AVR, video processor, switch, or splitter device sitting between the computer and the display. Although, it also could be the display itself.
  2. Of course **the computer** (sorry, I callz em like a seez em) doesn't output 4k to displays that don't support 4k. FYI. https://jtechdigital.zendesk.com/hc/en-us/articles/360001539773-What-is-EDID-Extended-Display-Identification-Data-
  3. Not directly. With an HDFury Nano, that would be a possibility, but Groovymame can be used with modern displays as well. The specifics vary from case to case. Everyone that can run Groovymame benefits from using it (even without a CRT). You can also take advantage of "variable refresh tech"** (although the main branch of Mame has adopted that feature as well). Mame still hasn't closed the performance gap with Groovy and Groovy maintains frame delay (and other) latency advantages over standard Mame. (That's okay, because Mame's primary mission is bigger than just latency.) I don't know what kind of frame delay we could expect from the VCS, but a small tidy little Mame console could carve out a niche. **(There are four implementations of VRR: VESA Displayport VRR, Gsync, Freesync, and HDMI 2.1 VRR. The specifics for each user will vary from case to case.)
  4. I'm not impressed. The CPU benchmarks are a different story. Perhaps there will be Groovymame/Groovyarcade support for the VCS. That would be an appealing use case for the machine. Although, it would need proper driver support, because we can already get wrong speed or frame rate conversion on other PC's. I want the refesh rate to perfectly match the source (not get close with mode lines). The VCS has one predictable GPU configuration, so that could be an advantage. I'd love to see a turnkey Groovymame console solution.
  5. Couldn't take Temple OS online. Drivers would also be an issue. If I was building an alternative machine with a custom OS, I would have chosen ARM. Licensing and everything about reality aside, MAME could be evolved into an OS. The general JIT framework is already there. I mentioned "reality", because the machine would be completely built to play roms and MAME's open source dev community/licensing would make selling machines almost impossible. It's nothing but a nice dream...
  6. You don't play game, game plays you! ;-)
  7. Agreed. People should factor in the cost of Windows if they plan to use it. The VCS does ship with an OS, but Linux is free. It was free when Atari forked it and it's free to download for people that build a PC. So, comparisons to a Linux box build are best. Although, my earlier mention of the Alpha still makes sense because that shipped with an OS.
  8. I agree that users need to find a controller. After that, you landed in the bunker. • Does the VCS include a Windows license? • Does the VCS have an optical drive for Blu-ray? • Do I still need to purchase a keyboard and mouse to use the VCS as a computer?
  9. Does the Atari OS let me work "on the metal"? How can I get creative? The other consoles have already introduced a series of techniques (like checkerboard rendering) to get more performance--and that came from AAA studios with teams of talented engineers. How can indies push the VCS further? Some may disagree, but I believe: reducing the load on the GPU by completely removing complexity from visuals or game deaign isn't creativity; that's just ordinary compromise.
  10. CPU is good for emulation, surfing the internet, and general computing tasks. Of course, GPU benchmarks and benchmarks of real games are also important measurements for a game console.
  11. Plain text PII/credentials on the VCS are not something people want to see from a company that is involved in cryptocurrency. 😞
  12. Okay. Well... the cheapeat Wintel core i3 Alienware Alpha "r1" was originally planned to be a Steam machine. These are the Time Spy scores from the 3dmark website: 3DMark Score 1307 Graphics Score 1265 CPU Score 1616 Graphics Test 1 8.21 fps Graphics Test 2 7.29 fps CPU Test 5.43 fps If you want to play fairly recent games on Steam at 720p with high settings, the very dated seven year old "Steam machine" should have a significant edge. Granted it cost $549 to buy one at launch (in 2014), but it also came with Windows installed. The VCS should have an edge with emulation. The Alpha is also handicapped by its physical hard drive (way back in 2014, hdd was still acceptable). VCS file operations should be faster. If a used Alpha was available in good condition, it might be a better buy for some users. I was hoping for a little more performance from the VCS.
  13. I still can't quite figure how releasing a port of seven year old game on a portable somehow proved Sega would put their prime IP on Neo Geo when Sega mattered. I guess I was too soft on the pedal. Don't be a weasel. Explain please. Back up your position for posting the linky.
  14. Imperfect, but here's the Google search: VCS hardware: https://www.techpowerup.com/gpu-specs/atari-vcs-800-gpu.c3654 Steam machine: https://www.techpowerup.com/gpu-specs/geforce-gtx-860m.c2537
  15. Now, we need some benchmarks. Hopefully, someone reputable--that is willing to honestly click on the tools and screenshot the real results. It would be nice to compare the VCS to real Steam machines.
  16. I was reading the thread and I realized: it can only be attributable to human error. This sort of thing has cropped up before, and it has always been due to human error.
  17. Yep, a portable port of Genny Sonic 2 in the Dreamcast era. My apologies. I was thinking of the much earlier Genesis era when the MVS/AES machines were introduced. In the early nineties, Sega didn't share their exclusive IP with direct competition. Both Sega and Capcom were in the arcade hardware business in the early-mid 1990's as well--and they weren't likely to cede their position to the MVS. By 1999, Sega was banking on Sonic 3D. You're right; at that point (and with the Game Gear scheduled for EOL), Sega didn't worry about hurting their own hardware sales with a Sonic 2 game ported to a portable SNK machine.
  18. SNK has plenty of capital backing now. We'll see what happens. They could build something interesting. Will they take a risk? Pinball made a comeback. With the pandemic winding down, Can the MVS/AES come back if they hit a low price point? That would give them an interesting niche. Unlike Intellivision, Coleco, and Atari, they have valuable and relevant first party IP that I would pay to play. Their games still matter. I would feel better about them if they could get Sega and Capcom on board, though. Street Fighter and Sonic would never have shipped on a Neo Geo machine back in the day, but everything has changed.
  19. I wish they had put the logo and the last remaining IP on crowdfunding and handed the reigns to Albert/AtariAge. I'll throw a little coin at that. Maybe they can still do that, cash one last check, and let someone with real passion for the brand carry it with some f'ing dignity.
  20. Should be able to modify the bios fairly easily. It's just a lightly modified vanilla Linux machine. When we start digging, I think we should should also be on the lookout for violations of open source licenses. I expect there is very little actual engineering of any kind in the machine.
  21. Off topic, but do you stream 4k? Seems expensive to me. Maybe I'm just old, but I throttle back to 720p (similar to bluray). There's too many people using too many devices in my house to waste bandwidth on 4k. Even if the kids try to get slick, they get throttled at the router. The finicky 5GHz bands don't have great range and even the Xmas lights degrade the signal. Anything mobile or away from the router is 2.4hz; there's a lot of strain on the 2.4 GHz bands, not to mention: no ISP in my area offers truly unlimited bandwidth.
  22. Even it's heyday, Atari was digging their own grave. This road to nowhere started when most of us were kids. Atari made big splashes with ports of other people's games, but that isn't a long term strategy. They didn't invest enough in the future. They burned out before truly enduring game designs emerged, but Atari wasn't serious about making great software, anyhow. It was just a cash cow. I can excite core gamers with a new Metal Slug with a simple paint by numbers status quo project that sticks to the formula. Over at Atari, the IP is so ancient; there isn't a single microwavable reboot in the entire catalog. In a comedy of errors, Atari atarved the arcade business for years and jettisoned the unit at the moment it created valuable IP (that the company desperately needs right now). Atari has done very little right. And, so, here we are: a video game company with no video game IP. I wouldn't personally invest a dime in Atari until they get serious about creating (some kind of) IP of their own. There are other businesses they could pursue, but not without innovation.
  23. This isn't a reply to anyone particular, just a clarification. As a sidenote for readers, most of the valuable newer "Atari" arcade IP ended up back with Warner Bros, because the Atari arcade unit became an independent entity and eventually became part of Midway--and the IP eventually floated back to WB. For instance, Atari doesn't own Marble Madness or Klax. https://en.wikipedia.org/wiki/Atari_Games
  24. Atari has an IP problem. They are still a household name, but the IP catalog is a mirage. Tempest, Rollercoaster Tycoon, Haunted House, and Black Widow are the only IP I see that can easily be rebooted into quality modern game designs. Atari's IP is too dated to be relevent. They can't support a home console. A large investment group just acquired a controlling share of SNK assets. That's a treasure trove of game designs and IP that remains viable in the current market. Examining both catalogs throws Atari's IP deficits into sharp relief.
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