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#1 |
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Guest
Posts: n/a
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If it was coded specially for the hardware?
Didnt Kojima said that the game was optimised for what PS2 does best(ie fillrate). Will Xbox reproduce the game exactly, tits for tits, rain for rain, if Kojima programmed it for Xbox? |
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#2 |
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Member
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well... since MGS2 Substance is comming for XBOX and PC i'd guess yes
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#3 |
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Kendoka
Join Date: Feb 2002
Posts: 2,376
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The reviews say that MGS2:S suffers some frame rate problems during cutscenes. Since some of the game is gourad shaded (in the tanker's "pipe area", before the marines, fire an automatic weapon to light up the area and behold hehe), and generally not very texture heavy, I don't see any reason why the Xbox couldn't do it and then some. Hell, the cutscenes go letterbox for a reason :P
I mean, the game has good graphics, but nothing exceptional is really going on. Take a look at Splinter Cell for what MGS2 could be if Kojima-san had spent 3 years with an XDK The "art direction" CLEARLY attempts to dispell the need for 'high detail' textures, and ito nsert gourad shaded polygons here and there. As I said, pretty game, but look what a dozen guys did cutting and pasting NVIDIA sample code (Wreckless).
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12" PowerBook 1.33 Ghz with 20" Cinema Display Athlon XP 2Ghz Windows MCE HTPC flickr me |
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#4 | |
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Senior Member
Join Date: Aug 2002
Posts: 2,742
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First of all Kojima is not programming anything. He's a game designer and director.
Second, port of MGS2 to Xbox is less than stellar, to say the least. The game slows down a lot in every graphically intensive scene (rain scene, boss fights, swimming) and for all I've heard from people, and seen in the high-res videos on gamespot, they haven't improved anything. Even the textures look pretty much the same. Rain scene, from what I've seen, is the worst offender - it runs at about 1/2 of original speed, at 20 or 30 FPS, and the rain effect seems largely unchanged (although some people claim they even removed the wind vector from the rain and just made it fall from all directions) Intensive cut scenes, like the intro, and many others, also slow down or skip frames. It's anyone's guess why they didn't made it better, I'm not going into that. Quote:
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#5 |
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Senior Member
Join Date: Feb 2002
Location: Windsor, ON
Posts: 1,861
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Do you still feel that the game is worth getting for Xbox if I don't have a PS2? I have a progressive scan 16:9 HDTV, btw. I'm thinking about picking this one up, but I'm still undecided. Help me out.
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#6 |
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Senior Member
Join Date: Aug 2002
Posts: 2,742
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Johnny, if you don't have a PS2 or don't wan't to wait for the PS2 version of MGS2:S then get it - but ONLY if you know what you are buying. There are things in MGS2 that seem to be unbearable to some people, that other people don't have problems with. Notably, the contrived story and many cut scenes and codec chatter.
I don't think the game supports 16:9 on Xbox, and there are also people who claim it doesn't support 480p, and those who claim it does (480p icon on the box is *not* highlighted, btw) |
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#7 | |
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Join Date: Apr 2002
Posts: 2,158
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Quote:
I think Splinter Cell, while great looking, will show just how great MGS2's really is. |
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#8 | |
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Member
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Quote:
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#9 |
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Member
Join Date: Jun 2002
Location: Cincinnati, OH
Posts: 744
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Quite a few game sites/mags have said that you can't compare Splinter Cell and MGS2, even Gamespot, because they are two near completely different games.
However, if you do want to compare them then you should compare two final products after having played both. Even though the Splinter Cell demo is months old it's getting praise left and right (and I've played it as well). Easily a top candidate for GOTY. |
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#10 |
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Senior Member
Join Date: Feb 2002
Location: Windsor, ON
Posts: 1,861
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Well, I think the story in MGS 2 is utter crap. Is it worth it for me to get it just for the gameplay Marconelly? How much of the game is cinematics versus gameplay?
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#11 | ||
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Member
Join Date: May 2002
Location: Markham, Ontario
Posts: 334
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Quote:
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#12 | |
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Senior Member
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Quote:
I just hated the way I couldn't seem to fire unless I first pressed a button to go into aiming mode, that's so annoying IMO. But I did only play it for 10 minutes so... |
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#13 | |
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Senior Member
Join Date: Aug 2002
Posts: 2,742
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Quote:
I assume you have seen the game so there's no need to describe visuals and production quality. Btw, people who have played and finished the xbox version said that although slowdown is there and sometimes a bit annoying, it rarely affects the actual gameplay. |
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#14 | |
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Member
Join Date: Jul 2002
Posts: 766
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Quote:
The mode indicator says the input resolution is 480p. So I'd say it's an affirmative that MGS2:S(xbox) supports 480p. For whatever reason, I think the back of the box is inaccurate. Edit: 16:9 does not appear to be supported. I measured the size of some screen elements and they are not corrected for the aspect ratio even though I have widescreen selected in the xbox dashboard. |
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#15 | |
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Member
Join Date: May 2002
Location: Markham, Ontario
Posts: 334
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Quote:
Apparently they were having too much difficulty cramming the game into 24MB of RAM. |
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#16 |
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Senior Member
Join Date: Feb 2002
Location: Windsor, ON
Posts: 1,861
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LOL! Yeah, Teasy is just preemptively covering his ass.
I have to wonder how Teasy got to play it though... Of course, it's no suprise that a thinking man's game like Splinter Cell wouldn't appeal to someone who thinks that Super Smash Brothers is the height of strategic fighting. 8) |
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#17 | ||
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Senior Member
Join Date: Aug 2002
Posts: 2,742
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Quote:
Dark10x on GA board did a detailed side by side comparision on PS2 and Xbox versions, and he has a pretty good eye for details like this: Quote:
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#18 | ||
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ea_spouse is H4WT!
Join Date: Feb 2002
Location: 53:4F:4E:59
Posts: 1,586
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Quote:
Quote:
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"The sooner someone gets sued by Intel for violation, the sooner the patent can be revoked from orbit for gratuitous and wanton disregard for prior art and obviousness." ~TomF |
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#19 | |
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Senior Member
Join Date: Aug 2002
Posts: 2,742
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#20 |
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Member
Join Date: Feb 2002
Posts: 331
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I assume the particle effects slow down because of the transparent overdraw - as the bandwidth saving doesnt work for those cases and the RMW kills chokes the main ram..
If you look at the making CD, the characters use 3 texture layers, so they probally transferred to Xbox VS code pretty easily, so I cant think of any other reason for slowdown.. |
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#21 | |
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ea_spouse is H4WT!
Join Date: Feb 2002
Location: 53:4F:4E:59
Posts: 1,586
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Quote:
I had wondered how well that would work (and rather curious about how much bus chat that might lead up to). I personally would rather just generate verts from a perlin noise map (more natural looking patterns)...
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"The sooner someone gets sued by Intel for violation, the sooner the patent can be revoked from orbit for gratuitous and wanton disregard for prior art and obviousness." ~TomF |
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#22 |
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Member
Join Date: Feb 2002
Posts: 331
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Although there are lots of fetches, the fact that the verts are already cached ensures that the bus activity is lower.
Ah well, by DX10 I reckon there will be no difference tween vertex shaders and pixel shader apart from the output of one being the input of the other... |
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#23 | |
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Naughty Boy!
Join Date: Feb 2002
Location: End of time
Posts: 899
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Quote:
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#24 |
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Senior Member
Join Date: Feb 2002
Location: Windsor, ON
Posts: 1,861
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Well, it's a lazy port. I think I've decided just to rent it when things get slow again. Playing too much Shenmue 2 and BLiNX right now.
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#25 |
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Member
Join Date: Jul 2002
Posts: 481
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There's way too many PS2 --> XBOX ports that look much worse on 'Box and run at a lower framerate. It's probably because PS2 games are so heavily optimized for the unique graphics architecture of the PS2 that it would take a total rewrite of the graphics engine to get decent performance on a GC/BOX/PC, so they just let it suck.
Splinter Cell's graphics are better than almost everything else out there... no surprise considering that it is using the Unreal2 engine. |
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