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The state of Elecbyte & Mugen 1.1 Beta Edition in 2016

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Phant0mD

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As you all know it has been 3 years since the last update of Mugen was released.
Mugen 1.1 Beta has been a milestone advancement for mugen - zoom and 32bit png have really changed the spectrum of mugen and the limitations on what can be created.

The engine lacks many features but that's another can of fish - in reality we have managed to figure out how to do all the things we wanted to do with mugen via coding without having it built into the source code - things like the custom common states for Tag, story dialogue, stage interaction and minigames etc.

Despite this, Mugen 1.1's poor ability to handle memory, the lack of a 64bit version and/or an updated, optimized framework that allows more efficient utulization of GPU Vram and DirectX 11 (and even now 12) is holding the engine back in 2016.

Mugen 1.1 may have a 1080p, and even a 2160p scaling factor, but its inability to handle sysram and Vram will forever prevent it from being able to emulate higher quality content in 1080p+ resolutions once you start exceeding system.sff/fight.sff/fightfx.sff files with individual sizes of over 420MB that include multiple large sprites (ie 1280x720 and larger).

Now this may sound like not a problem to most now, but take Neat Unsous Blazblue Nu-13 conversion for example. This char is unarguably the most source accurate Blazblue conversion to date - and this one char alone has an sff exceeding 200MB of HD sprites. A full roster of 30+ these chars, plus stages and screenpacks could one day be a reality in mugen.

Mugen wont experience problems until it begins loading up to 2GB of system .sff data (fightfx/sytem.sff etc) 1280x720p & 1920x1080p resolution.
Mugen starts to struggle when using HD Screenpacks and fullgames using 1290x720p hyper BG sprites, menu anumations, 400MB+ system.sff/fightfx.sff/fight.sff  files with many animation sequences displaying sprites larger than 1280x720 simultaneously.

Until elecbyte decide to rectify this problem, or release the source code to the public, MUGEN will remain very limited.
Someone with source code access should allow allegro library or C++ Programmers access to the source code to at least look at the memory expansion options and give us a 64bit, or Directx11/12 build with the same code to let us carry on for another few years and see what new heights we can reach.

We dont necessarily need new features right now - there are many awesome patches and custom cns out there already to do what we want - I would just like the ability to really make some motion graphic intense content that will allow us to push the limits of mugen even further.

I guess we can only wonder what the future may hold for Mugen



Last edited by Phant0mD on Wed Aug 23, 2017 4:31 am; edited 1 time in total


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http://www.negative-edge.net

Phant0mD

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Seeking Development of a 64bit Mugen 1.1 Engine


I wont repeat anything here, but if you want to follow the topic, check it out here
SDL Layer Forums New Mugen 1.1 64bit Engine Topic


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http://www.negative-edge.net

Zeroz

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Let it die already.

http://aesimah.deviantart.com/

Phant0mD

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mugenlord says no!


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http://www.negative-edge.net

Phant0mD

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Just posting this here for those of you that don't know about this project which I have been following for some time now

PROJECT UNREAL FIGHTER 3D BY ACHILLEON


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http://www.negative-edge.net

Phant0mD

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Some awesome progress updates on Achilleons Unreal Fighter 2D Engine

Interactive Stage Object 1/3 - Dynamic Shang Tsung


Interactive Stage Object 2/3 - Barrels!



And my personal favorite - Stage Expansion !


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http://www.negative-edge.net

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