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#1 |
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Grumpy Mod
Join Date: Dec 2004
Location: In a pretty pink padded cell
Posts: 26,011
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Rules of Engagement : Read before posting or run the risk of losing posting rights in the Tech Forum!
This is principally a technical discussion thread. It is allied to the other tech analysis threads and shares the same rules as those which you should familiarise yourself with. The purpose is to discuss the findings of the Digital Foundry articles on a technical level, including the techniques employed by game developers in their games, and the comparative design decisions off cross-platform titles. Digital Foundry is more closely allied with Beyond3D than other gaming sites which is why they get special mention here! What this thread is not, is a place to complain about a port's quality and make accusations of developers, to offer feedback on the quality of the Digital Foundry writing or the writers' biases, trumpet your preferred console over the other, talk business and sales, or otherwise sidetrack the discussion from talking about the gaming technology covered in the Digital Foundry articles. If you do not post to the required standard, your posts will be removed, and persistent unwanted contributions will see you locked out of the Technology Forum. If you want to leave editorial feedback for Digital Foundry, the best place is to leave a comment for the relevant article(s).
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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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#2 |
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Member
Join Date: Jun 2008
Posts: 534
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Had posted this in another topic, and forgot about this one existed. The mere fact that the revisions go beyond having less enemies on screen at a time does make it a very different experience (noted at the end).
There are areas that are literally empty in the NGS2, particularly chapter 14, that are obviously aren't tech-related. In fact, a lot of it seemed to be motivated to get a lower rating in Japan (the original had a Z rating, basically AO in the ESRB), especially that NGS1 remains a considerably bloodier game. In higher difficulty co-op mission modes, NGS2 mimics the original's experience far closer by throwing tons of enemies at you. Problem is that some of them are virtually impossible to beat. For those wondering, the final NGS2 version does have more enemies and a smoother frame rate than the demo. Still, I have taken personal issues with some of the design revisions (particularly chapters 2 and 14 *11 in NGII*). The good part is that it's a less buggy game and smoother, even though it's significantly easier. Mentor difficulty in NGS2 is my view the most balanced out of the two versions. |
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#3 | |||
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Member
Join Date: Jun 2008
Posts: 534
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Quote:
Lots of examples of revisions made, most for the better, some for worse. Quote:
To be perfectly honest, I still like the look of that game better. Perhaps because of the art direction and higher poly count on characters.. it still looks prettier to me. Game-wise, I still prefer that one and the Xbox NGB by a long shot. Quote:
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#4 | |
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penguins
Join Date: Feb 2004
Posts: 13,978
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#5 |
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Member
Join Date: Jun 2008
Posts: 534
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#6 | |
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Member
Join Date: Oct 2007
Posts: 307
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Quote:
However you do have good pixel shader with RSX regardless of its vertex performance. And it's something that's equally available to every game developers. The way NGS2 turned out to be is related to nothing more than tech limitation of PS3. But unlike your average 'lazy devs' Team Ninja just did with whatever they had available with pixel shader to make it prettier. |
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#7 |
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Member
Join Date: Oct 2007
Posts: 307
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Yes you're absolutely right. You have choice with unified shader structure of Xenos. As for the 'maximum performance' it's all in relative terms. The vertex processing is a clear advantage 360 has over to PS3, and NG2 is a game that almost abused it. (along with ridiculous amount of alpha textures) On PS3's side, it hit its maximum because they added stuffs with whatever resource left in PS3.
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#8 | |
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Member
Join Date: Oct 2007
Posts: 307
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#9 | |
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Member
Join Date: Oct 2007
Posts: 307
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Quote:
They did reduce the poly counts on Hayabusa in NG2 from NGS1, but it definitely went back up in NGS2, it's at least on par with NGS1 version if not more. The enemy characters are more or less the same in poly count especially the spider ninjas that are just identical between NG2 & NGS1. They just added more bumps in NGS2. |
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#10 |
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Senior Member
Join Date: May 2008
Posts: 4,938
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So, wait. Do you think the removal/reduction of IS ninjas in NGS2 was more due to technical reasons rather than gameplay design?
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#11 |
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Member
Join Date: Oct 2007
Posts: 307
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#12 |
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Member
Join Date: Jun 2008
Posts: 534
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Could be, though it was without a doubt the most complained about gameplay design choice in NGII alongside the archers in MN. I remember the flood of topics about them last year among many others... the game managed to push so many buttons that it had you wondering whether it was ever play tested
However, the rocket launchers did cause slowdown immensely on Mentor and MN in NGII... at times below 20Hz. Then there is the infamous slo-mo stairs sequence and there are less enemies to deal with in NGS2 and bodies disappear. Speaking of crawling, ironically the most hotly debated choice among fan (the purple "haze" instead of gushing blood) does cause that during UT's as enemies get dismembered en masse in missions (try it with the flail) |
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#13 |
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Senior Member
Join Date: May 2008
Posts: 4,938
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Hmm, interesting. Do you think, then, that if the technical hurdles were made equal we'd see the exact same game on 360 and PS3?
I'm just thinking that there's a whole Itagaki vs. Hayashi Team Ninja politics there, too. And as I said, NG2 wasn't nearly as well-received as NG1, and it does feel like NGS2 tried to be closer to NG1 (though that may just because they're using an engine designed for NGS1). |
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#14 | ||
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Member
Join Date: Jun 2008
Posts: 534
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Quote:
http://www.gamasutra.com/php-bin/new...hp?story=24388 Quote:
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#15 | |
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Member
Join Date: Oct 2007
Posts: 307
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Quote:
There really is nothing about NGS2 that can't be done on 360. In fact, they could probably add more alpha effects (blood, explosions) on top of it. In terms of theoretical shader performance, RSX & Xenos are roughly equal with Xenos being just more flexible with its unified structure. And you've got EDRAM for free MSAA and alpha as well. Then again, we don't know what Team Ninja did with SPUs. They maybe used for geometry culling, lighting, post processing etc. Even if that's the case, 360 should still be able to pull off something similar as there's nothing crazy going on, unlike NG2 that seems almost impossible on PS3. (direct port of course) |
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#16 | |
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Member
Join Date: Oct 2007
Posts: 307
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Any problem with NG2 is because they abuse it. Having 5 IS ninjas spamming relentlessly is one things, seeing archers or rocket ninjas in every platform you need to jump onto is just fXXXing ridiculous. I'm pretty sure NG fans wouldn't mind having these exploding projectile spammers every once in a while. |
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#17 | |
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Member
Join Date: Jun 2008
Posts: 534
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Quote:
What makes matters worse is that in NGII and NGS2, IS's detonate on contact (be it on floor or Ryu). There was more leverage and smarter design with the original game, that's for sure. Even standard enemy AI where enemies blocked, parried, got out of harm's way, and even interrupted attacks but never felt unfair. Master Ninja in NGB and NGS were sadistically hard at times but a lot of fun. In both NGII's, that mode isn't fun much. Even with the revisions, NGS2 has magical one grab and you're dead setups and two hits often kill you. Of course, enemy HP is through the roof and did I mention that the girls are a bit weaker for that mode? |
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#18 | ||
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Ohio frog
Join Date: Jun 2005
Location: Ohio, USA
Posts: 4,172
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Quote:
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What's trying to be a bunch of presentations PS360 youtube channel Sebbbi about virtual texturing Tuned EADGCF and liking it :) |
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#19 | |
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Member
Join Date: Nov 2007
Location: San Francisco, CA
Posts: 201
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I'm sorry, but I personally found that the Ninja Gaiden 2 comparison article Digital Foundry did to be very inaccurate with the writer putting forth the assertion that the 360 hardware has many graphical capabilities that the PS3 cannot handle. The writer mentions the greater vertex capabilities and polygon-pushing power of the 360, and how the PS3 would be unable to handle it. Yet many of the comparison screens shown in the article itself totally contradict this argument of the 360 version having superior polygonal detail, with many shots showing greater polygon detail in both the environment and the character models on the PS3 side:
(More polygonal detail on the PS3, exemplified by the lamppost.) 360: http://images.eurogamer.net/assets/a..._360_1.jpg.jpg PS3: http://images.eurogamer.net/assets/a..._ps3_1.jpg.jpg (Look at the difference in detail in the leaves/foliage on the right edge of the screen.) 360: http://images.eurogamer.net/assets/a..._360_1.jpg.jpg PS3: http://images.eurogamer.net/assets/a..._ps3_1.jpg.jpg EDIT: And some other screenshots clearly comparing character models and polygonal differences: 360 and PS3: http://www.gameswire.net/comparisons...360_stack.html 360 and PS3: http://www.gameswire.net/comparisons...360_stack.html The difference in polygonal detail in both the models and environment are clear in many of these screenshots... in FAVOR of the PS3 version. I don't buy it that the person who did the comparison came up with the argument that the 360 has too much vertex capability for the PS3 to handle, because all he used to prove his point were comparison screens from a specific cutscene, a cutscene in which many werewolves were repeated over and over through the clever graphical trick of polygon instancing (the repeating of polygons or models without needing the performance to render each polygon separately)... not really a proof of overall "greater polygon performance" at all. Perhaps the instancing/character-repetition code wasn't working or performing as efficiently in the PS3 iteration, so they had to scale back the number of characters in this one particular cutscene. Still, I don't see this as proof that the PS3 version being inferior in terms of overall polygon performance, because the many of the screen comparisons don't bear this out. The writer is trying to make the argument that the 360 version is better in some ways, and the PS3 in some ways, but I think it's extremely lopsided in almost all areas except for some transparency/alpha and blood effects being scaled down on the PS3 version (and this one particular cutscene the writer mentioned with the many werewolves being repeated). EDIT: (regarding number of enemies on screen) Quote:
http://www.youtube.com/watch?v=MA7Runk_lSc Last edited by Shifty Geezer; 26-Oct-2009 at 22:12. Reason: Remove bias talk |
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#20 |
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Senior Member
Join Date: Oct 2008
Posts: 1,567
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I'm not so sure about the easy approach of ngs 2 on the 360 hardware...light, rendering of shadows, specular maps...tecmo said to prefer ps3 hardware in its recent quote and ngs 2 show clearly that adding even a resolution boost and a good polish of the engine. Said subhd 585p with more enemies and overdraws impossible on the ps3 (we talking of 585p) but to reverse 720p 2xAA with more light, self shadowing and pixel shaders easy on the 360, not seems give justice to the work of the ps3 hardware. IMHO. And let me do a little OT to criticize eurogamer analysis: probably I'm paranoic, who know, but for the most of the tech analysis I have notice a tendency to bias everything about ps3 hardware, a maniac research of its limits in every game; don't get me wrong, it isn't a bad thing but I don't understand why 360 game not have the same treatment. I'm not refer to MazingerDude, to be clear, probably the only shows the same approach on both hardware.
Last edited by assurdum; 26-Oct-2009 at 13:26. |
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#21 | |
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Member
Join Date: Jul 2005
Posts: 676
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Quote:
I will say based on what is known about both of these systems what he did say in the article is more sound than most of the stuff you will hear about the games. They might have tried to not get the Z rating in Japan but NG2 got an M rating over here in the US and tolerable ratings elsewhere. Why not turn on the blood for people over here? They made changes with previous NG's for different territories why not do the same with this game especially when you have people complaining about its removal? Why when your cut scenes are limited to 30fps do you remove extra models? Nobody is playing these scenes I understand but why not leave them the same. They are pretty much the same just with less models in them now. It would have been really impressive if they got the old stairway scene working at 60fps and would have been a way to stick it to the director of NG2 that they managed to do everything that the 360 did only much better. Why didn't they try to do that? If everything was designed like for like just with more polish and balanced gameplay and the other extras including things that the PS3 is good at no one would think twice about Ninja Gaiden Sigma 2’s technical superiority but they ended up removing or toning down things that the 360 is believed to be good at and the PS3 not so good at they locked cutscenes at 30fps. (I think old Team Ninja should have done the same thing though for cut-scenes and used the extra power to make the cutscenes look better. They kind of needed it) In the end the game is still more polished on the PS3 so it is the better version between the two but there were somethings in the NG2 that people could question if the PS3 would have had a easy time pulling off at the same quality. We might get the new Team Ninja side of the story since they seem more willing to talk the tech stuff but we won't be getting that from the old Team Ninja. They didn't bother doing it even when they were given the chance to when they did the Softimage casestudy.
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"The most rewarding part was when he gave me my money" |
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#22 | |
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penguins
Join Date: Feb 2004
Posts: 13,978
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Quote:
For instance, RSX will be able to do post-process effects much faster, but they're trying to keep within 33ms render time. Offload the extra work to the SPE's in parallel whilst the other work is being done so in the end everything will be done on time. It ends up being a win because the brunt of the serial work (post-process calcs) has been taken care of. But this is highly simplified and isn't the scenario in all games.
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#23 | ||
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Ohio frog
Join Date: Jun 2005
Location: Ohio, USA
Posts: 4,172
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Back to my rant about vertex shaders
Ninja gaiden renders @1120x585 which is 655,200 pixels, NGS 2 @720p which is 921,600 pixels. The 360 deals with only 70% of the pixels the ps3 deals with or the other way around the ps3 deals with a pixel shading bigger of 40% (as Alstrong pointed). Disclaimer: gross logic is to follow X= ps3 vertex load Y=ps3 pixel load A 360 vertex load B=360 pixel load B=Y x 0.7 // X+Y=A+B => X + Y= A + 0.7 Y We can't say that xenos has 30%more resources to deal with vertex load. In all likelyness Y>>X B>>A and A>X. Dealing with 30% percent less pixels may free multiple times the resources actually used by X to deal with A. I feel iffy about it, I can't see some extra 10k or less polygons monsters/encounters consuming those extra resources if we consider only the vertex load. I read again Epic presentation about the gore effect to try to find answers. I actually had a tough time because I don't how each effects affect perfs. The presentation is here First, the meshes and how they "split". Epic went for a data driven model to save performances. I think it's the sae for Temco (ie body are not randomly chopped). Quote:
sum-up: Gore cost memory and perfs (both on CPU and GPu side) in a variable ratio depending on how you handle it. It may have an extra cost if the engine keep a bunch of pieces around and you can interact with them both on memory and CPU side I guess (I'm not sure that actual rendering of some/many limbs is that much of a concern perfs wise has models/meshes and textures are likley to stay in RAM anyway). Then come this: Quote:
I enlightened those that seems relevant to me. I' not sure I understand properly how this work but from my understanding it looks like a mixed bags in term of workload. For decals CPU have to decide where they are (tied to a mesh or a static object) and their evolution then on the GPU side it looks to me like extra texturing and shading and a fair amount of alpha to coverage (hence Mazinger dude take on bandwidth and Edram). Particles are well particles. Overall I would not want to go in details I may not understand or misunderstand and I'm sure some members could extrapolate for Epic presentation more than me more accurately. Overall gore effects seems to stress the an engine and a systems in pretty various from muy low level understanding. I'm still not sold on Mazinger Dude conclusion even if I can see some truth to it. Overall I'm in lost in the middle between design choices to reach a wider audience? memory and badwidth constrains (extra memory for some effects vs extra memory for the frame-buffers, lot of alpha to coverage)? In the end I would not a pretty bad use of CPU resources especially on the PS3 (which may translate in no SPU culling, bad instancing as some one pointed, particles not done on cell, etc, etc.) Actually I lie I'm in the dark and I do not think that the game make the best use of available resources no matter which system you consider which make comparison on resource utilization even more iffy. End of the rant
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What's trying to be a bunch of presentations PS360 youtube channel Sebbbi about virtual texturing Tuned EADGCF and liking it :) Last edited by liolio; 26-Oct-2009 at 22:31. |
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#24 | ||
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Member
Join Date: Oct 2007
Posts: 307
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Quote:
Yes, there're parts with added geometry on NGS2, but there're far more with reduced ones. http://www3.telus.net/public/dhwag/N...cuction_01.jpg http://www3.telus.net/public/dhwag/N...cuction_02.jpg http://www3.telus.net/public/dhwag/N...cuction_03.jpg These are rather subtle changes done with extra care and added shader details, but there're tons of examples like these across the entire game. I picked the most obvious ones to put up at DF, it'll take almost forever to cover every single details in the game. The Colosseum crowd scene is not just a cut scene, the part is actually a background for boss battle in that chapter. So is the cave scene with tons of removed objects. The set of foliage shots has got nothing to do with the poly count as it's just a 2D texture. In fact 360 version should be more heavy on GPU with overdraws as it displays more on what's behind. Quote:
The scene was artificially set up by gathering ninjas from 3 sections. You won't see more than 6 in each section where 360 version could easily throw 50~100% more at smoother frame rate. And this is only place in NGS2 where you can gather so many as in other places, following ninjas will just disappear when you reach the next section. (this could be game breaking, so they sometimes add barrier to block you from moving any further without killing them all) |
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#25 |
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Grumpy Mod
Join Date: Dec 2004
Location: In a pretty pink padded cell
Posts: 26,011
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Okay, new proper tech thread for DF. I've spliced out the latest NG2 tech talk from the old DF thread, although I didn't do a particular exacting job, so don't be surprised if your highly relelvant and insightful post hasn't made it across!
__________________
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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