WiiU`s compression strength continues from Wii at about 3 to1 per TEV

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  3. WiiU`s compression strength continues from Wii at about 3 to1 per TEV

User Info: Infinity8378

Infinity8378
4 years ago#1
just use spherical coordinates

set sin(Alpha)sin(Beta)=the vector.
each of the 3, 11 bit vector can then be represented in digits(5bit 3 decimal places) and two of these make 10

each

User Info: R_Miku

R_Miku
4 years ago#2
...What?

User Info: DiscostewSM

DiscostewSM
4 years ago#3
I don't even.
http://lazerlight.x10.mx/ - Lazer Light Studios - Home of the MM2 PTC project

User Info: SS4_Namreppiv

SS4_Namreppiv
4 years ago#4
This topic is now about Oreo's and Kittens.
"I tried one of your dishes once. I truly believed a part of my soul died."~Dunban
#5
(message deleted)

User Info: DiscostewSM

DiscostewSM
4 years ago#6
Infinity8378 posted...
whops i forgot its 2 tev but you only need to know 1 vector to represent numerically


And this is discussing what? That bit of detail seems to be missing.
http://lazerlight.x10.mx/ - Lazer Light Studios - Home of the MM2 PTC project

User Info: Infinity8378

Infinity8378
4 years ago#7
just precompute trig identities and use large file sizes.

User Info: Infinity8378

Infinity8378
4 years ago#8
If you use more percision values it increases.

User Info: Infinity8378

Infinity8378
4 years ago#9
Scince the wii is a 32 bit processor, you can cast hexadecimal values stored like digits to base2 then take the 8 bits of data and get the wii to calculate 32bit values with 2 tevs. The total spherical coordinate compression would take 5 tevs with trig substitution identities but it would be high compression ratio ~3 to 1 per TEV

User Info: Chaze_the_chat

Chaze_the_chat
4 years ago#10
You obviously have no idea what the **** you're talking about
Go on forums.poliwager.net because I told you to, but also because it is a fun community
Go on www.gamefaqs.com/gamegear/586631-aerial-assault for some CYOAs
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  3. WiiU`s compression strength continues from Wii at about 3 to1 per TEV

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