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#1 |
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Member
Join Date: Jul 2006
Location: Italy - Genoa
Posts: 236
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For every consoles you've tried which game or tech demo do you think pushed the hardware to the limit?
I think... Game Gear: Mortal Kombat Game Boy Advance: ** Name: Yeti3D (tech demo) ** Desc: Portable GameBoy Advanced 3D Engine ** Auth: Derek J. Evans Saturn: Shenmue (rewritten on Dreamcast) Playstation: Gran Turismo 2 Playstation 2: Gran Turismo 4 XBOX: PGR or Ninja Gaiden |
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#2 | |
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Me me me
Join Date: Apr 2002
Posts: 15,348
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Quote:
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#3 |
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Senior Member
Join Date: Sep 2005
Posts: 1,251
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#4 |
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Member
Join Date: Jul 2006
Posts: 621
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#5 |
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Grumpy Mod
Join Date: Dec 2004
Location: In a pretty pink padded cell
Posts: 25,992
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In metrics, it's between J&D and R&C for PS2 isn't it? They're the ones always talked about.
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Shifty Geezer ... Tolerance for internet moronism is exhausted. Anyone talking about people's attitudes in the Console fora, rather than games and technology, will feel my wrath. Read the FAQ to remind yourself how to behave and avoid unsightly incidents. |
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#6 |
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Senior Member
Join Date: Sep 2006
Posts: 1,365
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Zelda TTP on GC?
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#7 | |
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Member
Join Date: Jul 2006
Location: Italy - Genoa
Posts: 236
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#8 | |
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wipEout bastard
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Quote:
The answer really isn't an easy one. As one of the most impressive achievements, I would possibly rate the Jak series (part 2 & 3). Even if the Gran Turismo isn't as polygon pushing as other games, it's an impressive achievement in itself with the amount of physics being pushed, the texturing detail (better than most games), large levels and drawing distance and the 60 fps framerate. It's probably also easier to write a game to the distinct advantages of the PS2 hardware (okay texturing, lots of geometry) rather than the exact opposite that Polyphony achieved with the Gran Turismo series. I would also note ZOE2 / Metal Gear Solid engine as a very impressive achievement. Especially MGS3 has some amazing visuals going on together with the huge amount of freedom that the engine allows.
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above 6000 rpm no one hears you scream |
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#9 |
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Senior Member
Join Date: Sep 2002
Posts: 3,891
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C64 Armalyte:
http://www.zzap64.co.uk/cgi-bin/disp...ap&check=1 Interview: http://www.lemon64.com/interviews/da...robin_levy.php Amiga, well one of the best from a technical view was Starglider II i guess: http://amigareviews.classicgaming.ga...m/stargli2.htm My best experience was clearly Millennium 2.2 http://amigareviews.classicgaming.ga...m/milleniu.htm i played it more or less for 24 hours straight until i was done |
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#10 | |
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Member
Join Date: Jul 2006
Location: Italy - Genoa
Posts: 236
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Quote:
I think that GT4 achieve an excellent result because can reach realism with right use of right texture, right lights, right reflects, right geometric proportion with right polygons count (for the hw). All this taking out tricks and workaround that make this game not "technically" comparable to a modern complex one. |
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#11 |
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Recurring Membmare
Join Date: Aug 2003
Location: yes
Posts: 2,494
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Metroid Prime 2 and the venerable F-Zero GX still amaze me.
Maybe F-Zero doesn't really do much in terms of effects, but the speed and the framerate reliably give me that "Oh shit wow" feeling every time I boot it up. And that forest planet setting is just really nice. For Prime 2 it's again the framerate, also the texture quality, the subtle lighting and special effects, and how it all fits together so well, you know, without sore thumbs or something seeming out of place. Prime 1 was IMO a nicer gaming experience and also had advantages in graphical beauty if only because that "dark version of the world" thing was absent, but I do think, between the two, Prime 2 is more impressive technically. I really haven't seen anything on the Cube that goes further. |
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#12 | |
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wipEout bastard
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Quote:
Some games just work better on a particular system than others - which probably is why a game like ZOE2 is one that is unrivaled on the other competing platforms. It's a game that just works well on the PS2's streamlined architecture: Insane amounts of geometry/effects (burns lots of fillrate) and rather simplistic texturing (which happens to work because the game is cell-shaded and tries to mimick an anime rather than realism). Given this, is ZOE2 more impressive then i.e. another game that tried to fight around the shortcomings of the PS2 hardware to achieve better textures for their more realism aimed art-direction? The more you move away from what the hardware is good at, the less efficiant the results will be as a result - which from my point of view is the most likely reason why a game like Gran Turismo ends up being less efficient as measured by the Performance Analyzer than other games.
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above 6000 rpm no one hears you scream |
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#13 | |
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Member
Join Date: Jul 2006
Location: Italy - Genoa
Posts: 236
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#14 |
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Senior Member
Join Date: Sep 2006
Posts: 1,418
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ps1 - Wipeout 3
ps2 - Shadow of the Colossus, God of War xbox1 - Riddick, Conquer xbox360 - Gears PC - Crysis |
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#15 |
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Junior Member
Join Date: Sep 2006
Location: London/UK
Posts: 30
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For PS2 I would say between the Final Fantasy series or Black.
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#16 |
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Senior Member
Join Date: May 2003
Location: Skirts of Vitosha
Posts: 1,377
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Final Fantasy XII, while having excellent art direction and being one of my all-time favorite games, was actually quite unimpressive technically. Miniscule areas, constant loading, people in the street fading in right before your nose, damned Japanese tradition of foregoing mipmaps...
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#17 | |
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Junior Member
Join Date: Sep 2006
Location: London/UK
Posts: 30
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Quote:
The new movie advent children was amazing. |
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#18 |
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Mr. Upgrade
Join Date: Nov 2003
Location: Finland
Posts: 1,335
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for ps2: Transformers.
for xbox: doom 3 for gamecube: Starfox adventures |
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#19 | |
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Artist formerly known as Acert93
Join Date: Dec 2004
Location: Seattle
Posts: 7,698
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Quote:
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"In games I don't like, there is no such thing as "tradeoffs," only "downgrades" or "lazy devs" or "bugs" or "design failures." Neither do tradeoffs exist in games I'm a rabid fan of, and just shut up if you're going to point them out." -- fearsomepirate |
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#20 | |
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Me me me
Join Date: Apr 2002
Posts: 15,348
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Quote:
Which is why i said that GT4 does not push the hardware. The thread is not about "which game looks best". It's about pushing the hardware, and GT3 and GT4 are all about the art. They look as amazing as they do because Polyphony Digital know how to make things look good, not because the hardware is "being pushed". |
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#21 | |
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Artist formerly known as Acert93
Join Date: Dec 2004
Location: Seattle
Posts: 7,698
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Quote:
__________________
"In games I don't like, there is no such thing as "tradeoffs," only "downgrades" or "lazy devs" or "bugs" or "design failures." Neither do tradeoffs exist in games I'm a rabid fan of, and just shut up if you're going to point them out." -- fearsomepirate |
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#22 | ||
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wipEout bastard
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Quote:
I guess I was more refering to past generation software (PS2, Xbox etc), but even then, any slow down occurance in a game can be considered as the game pushing the hardware over the limit - i.e. when any given part is maxed out and fails to process the amount of information in its given time frame can be considered to be reaching the limits - which was the point I was trying to point out: Reaching the limit on a hardware has no bearing on what exactly is being processed - if sloppy code or efficient. Quote:
As for using multiple cores as effectively as possible: Would you consider reaching the limit if from i.e. 3 cores, two continue to operate most of the time at maximum load and the 3rd one doesn't? Then again, you could also ask yourself it it's possible to have all 3 cores ever produce maximum load for an extended period of time in the first place. I'd say, the more complex games become, the more difficult it is to max out all cores at the same time...
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above 6000 rpm no one hears you scream |
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#23 |
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Member
Join Date: Oct 2005
Posts: 878
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There's a lot of talk about what games pushed PS2 to its limits, but how about Xbox1?
IMO these titles are the most impressive stuff on the platform: Oddworld Stranger's Wrath - beautiful graphics on both technnical ant artistic level, simply amazing. Load times are also very very short (2 o3 3 seconds). Here's an interesting video if someone didn't see the game (and many probably didin't http://youtube.com/watch?v=kafNuUwEnWc Conker Live and Reloaded - the main character coming out of water was simply the most amazing thing I saw last-gen. Rallisport Challenge 2 - simply the most beautiful last-gen racing game. It didn't sell well for some reason, but there was no single racer that matched it graphically. Halo 2 - while graphically not as impressive as titles mentioned above, I still think it deserves to be on the list. The game has amazing AI that is second only to FEAR. I also loved the way loading was done. |
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#24 | |
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Artist formerly known as Acert93
Join Date: Dec 2004
Location: Seattle
Posts: 7,698
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Quote:
I guess we agree to disagree. But a game that runs at 60fps all the time due to a cap (and uncapped at 300fps) isn't pushing on the hardware IMO. And even it at 1 point in the game it drops below 60fps, is the 'game' pushing the hardware to its limits, or did that one scene push it to its limits? I am not much of a programmer, but in my experience I have seen scenarios where I have compared my code to others and the results we were able to get out of a set time period. A guy sitting next to me in 6 weeks got out a pretty nice card game, mine was a simple numbers-sequence game. It was pretty clear that the hardware was not a limiting factor for either game, and neither of us were pushing the limits in any regards to what the hardware could do. But equally his program was utilizing (pushing) more of the hardware. Maybe that would make you happy: Change the question to => What games were most hardware limited? But even that misses the point I think... i.e. what games produced the best end result within the limitations of the hardware. Who used the hardware most impressively, who tapped the most power through good design and effecient coding, etc... everyone has the same CPU, GPU, memory, etc and us using them -- and under utilizing them. The question is who made the best design decisions and who left the least *potential* performance unused most of the time. Semantics, the true love of every B3D poster
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"In games I don't like, there is no such thing as "tradeoffs," only "downgrades" or "lazy devs" or "bugs" or "design failures." Neither do tradeoffs exist in games I'm a rabid fan of, and just shut up if you're going to point them out." -- fearsomepirate |
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#25 |
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wipEout bastard
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That must be it!
I really wasn't arguing that "every game pushes the limit of the hardware" - I was more arguing that pushing the limit is something that is very hard to rate. Certainly not any benchmark to rate the most visually impressive game, but also not the best way to meassure the most impressive achievement. The entire point started when Gran Turismo 4 was brought into the equation that apparently didn't seem to be pushing the hardware on the Performance Analyzer. How efficient a game can utilize the hardware isn't only dependant on the developers talent, effort and budget - it's also dependant on the art-direction of the game and if it actually suits the nature of the hardware. Try doing bump mapping on the PS2 for one or a game that emphasizes on lots of detail textures and low geometry and see efficiency go down - or do a game that goes crazy on framebuffer effects, lots of geometry etc...
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above 6000 rpm no one hears you scream |
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