Guden Oden said:Um, maybe this is news to Nintendo, but 60Hz isn't part of the PAL standard at all. This means the game isn't PAL compliant and in violation of regulations, if such a thing exist.
There's no such thing as "half-assed 50Hz ports" by the way. All the PAL games I've played have clearly been running better in PAL than PAL60; less slowdown, greater screen resolution. This latter point isn't to be taken lightly; the difference is SUBSTANTIAL and as clear as night and day.
I thought it was normal, since PAL60 has the best of both worlds, higher resolution AND 60Hz
Guden Oden said:Obviously yes, as GC is the only console to have allowed switching between 50/60Hz to any substantial degree. Most every game supports it, of the ones I got only Ikaruga lacks this feature.
Ug Lee said:Guden Oden said:Obviously yes, as GC is the only console to have allowed switching between 50/60Hz to any substantial degree. Most every game supports it, of the ones I got only Ikaruga lacks this feature.
er, Dreamcast and Xbox didn't/aren't allowing what I would describe as less than substantial 50/60Hz switching.
Just so we get the facts right:function said:Was kinda crappy only giving a console 2 megs of video ram in this day and age.
Bohdy said:I thought it was normal, since PAL60 has the best of both worlds, higher resolution AND 60Hz
It doesn't actually. Pal60 is nearly identical to NTSC mode except for the Pal colour range.
function said:Indeed. The Dreamcast offered 50/60hz PAL switching on a great many of it's games, the big titles that didn't (like RE: Code Veronica) being noteable rareties. It was the first console to offer software 50/60hz switching, so credit to Sega there. Xbox offers 50/60hz modes on absolutely everything, far as I know, so I don't see how that would be less than a "substantial degree" of support.
london-boy said:Oh i see, and how does the PAL colour range differ from the NTSC colour range?
[maven said:]Just so we get the facts right:function said:Was kinda crappy only giving a console 2 megs of video ram in this day and age.
GC has 4 meg embedded video memory, 2mb for frame- / z-buffer and 2mb for textures. It can also texture directly from main-memory (optionally using the embedded 2mb as cache or bypassing them).
darkblu said:does soulcalibur have a separate pal version? because the ntsc version when run on a pal dreamcast does not provide 50/60hz selection and hence plays noticeably slower (as compared to most other dc titles which have one version for both pal and ntsc and determine how to behave according to the dc they're run on)
function said:Regardless, my facts relevent to my point were right: 2MB isn't enough to store a 24-bit 640 x 576 back and z buffer. And I think that, in this day and age, is kinda crappy.
Guden Oden said:function said:Regardless, my facts relevent to my point were right: 2MB isn't enough to store a 24-bit 640 x 576 back and z buffer. And I think that, in this day and age, is kinda crappy.
Fortunately for us though, the Flipper engineers thought of that and blessed the little chip with about 2.25MBs of RAM, thus allowing full PAL resolution in all (non-antialiased) video modes.
function said:Yeah, Pal Soul Calibur had a 60hz option. Didn't know about most DC games having both the PAL and NTSC versions on the disk. I knew some games did (TD:LM I seem to remember), but most of the imports I played using a bootloader didn't offer the 50/60hz option like the Pal versions did.
Pal versions of the games tended to come out later. I assumed this was for localisation rather than that having already been done, and being present on the US/Japanese disks of the games too.