GT4 on PS2 = Orgasmic!

FiggyG said:
I call it nifty. Can the PS2 use the main memory as video mem (frame buffer, etc)? (I seriously don't know if it can).As far as I know, it's fixed. What I was implying is that the console is very limited on texture memory therefore they will have to cut the detail on something like terrain.

The PS2 can store textures in the DRDRAM, just like XBox using it's same UMA-like architecture.

The only difference is that the Framebuffer on PS2 is stored on-chip on the 4Mb of eDRAM which allows for a sustainable 48Gb/sec to feed it's 16 parallel 'pipelines'.

Why would you want anything diffrent? The Buffer is best in an onchip eDRAM pool as this and you can store textures in the DRDRAM - just as you do on XBox. I can never understand this talk against the 4Mb of the GS; criticize the architecture, not the cache.

SH3 looks amazing so maybe the PS2 isn't too limited, but I'm not sold on GT4 yet. ;)

Question: If MS were to have announced that there will be a XBox 1.5 where the Nv2A has Mb of eDRAM - would you chastize it in the same way? Would we have to listen to such insanity against MS for implimenting what is, in it's isolated case, the better solution?

But we're off topic, back to GT4...
 
I don't find the lighting in GT4 flat, I find it more realistic than in most 'newer' and lesser racers, where the cars always look more like computer graphics (overly bright reflections etc...), whereas in GT4 the overall look is very life-like.

By the way, GT4 is quite 'new', as it has not even been released. What are the 'newer' racers you are comparing GT4 with?
 
another thing is when they showed the close up of a rally car, the lack of polygons becomes quite noticeable. why oh why does GT4 still use polys in 4000 range. I guess the Xtra PSpolys went into the environments. :oops:
 
But even if GT4 has less polygons in cars than some 'newer' and lesser racers, the cars in GT4 somehow magically manage to look more like their real life counterparts, than in those 'newer' and lesser racers (Sega GT, PGR...).

Guess that is because of the more natural lighting and dynamic effects in GT4.
 
chaphack said:
another thing is when they showed the close up of a rally car, the lack of polygons becomes quite noticeable. why oh why does GT4 still use polys in 4000 range. I guess the Xtra PSpolys went into the environments. :oops:
Gran Turismo 4 Impressions
http://www.gamespot.com/ps2/driving/granturismo4/preview_6027869.html

The biggest initial difference you'll notice between Gran Turismo 3 and Gran Turismo 4 is the graphics. It seems as though Polyphony Digital has substantially upped the amount of trackside detail for some of the courses without sacrificing the quality of the car models.
 
Oh cool, this thread is still going. :)

I'm tempted to comment on GT4 right now (I've seen it this morning on the show) but then I probably won't read the net until end of the week again either so I'll rather blab more then.
 
Berserk said:
13 new HIGH RES screens

http://www.console.be/article.php?sid=7030&mode=thread&order=0&thold=0

Really beautiful and nog jaggies whatsoever in these screens!

YEAH... that's what, in layman terms, is called TOUCHED UP SCREENS.
even IF the game supports progressive scan (PLEASE SONY PLEASE PLEASE PLEASE) the game won't look like that.... still, it wont look MUCH different, and in motion u dont really look at the jaggies anyway...
 
Phil said:
OMG! I just downloaded a batch of gameplay videos over at IGN :oops: :

it looks... incredible...

Yeah, looks like replay and gameplay gfx are not as much different as it was with GT3.

Fredi
 
Phil said:
OMG! I just downloaded a batch of gameplay videos over at IGN :oops: :
it looks... incredible...
Looks really nice, but unfortunately it seems, that you can bump the roadside-barriers like GT3...
Movable barriers would have been nice.
 
Fafalada said:
Oh cool, this thread is still going. :)

I'm tempted to comment on GT4 right now (I've seen it this morning on the show) but then I probably won't read the net until end of the week again either so I'll rather blab more then.

cant wait. ;)
time to show the exclusive screens of FAFRACER too? :?: :?: :?:
 
W-O-W !

sce02.jpg

sce01.jpg

sce03.jpg

sce04.jpg

sce06.jpg

sce05.jpg


I need to get that new GT wheel... 900°...!!
 
The PS2 can store textures in the DRDRAM, just like XBox using it's same UMA-like architecture.

The only difference is that the Framebuffer on PS2 is stored on-chip on the 4Mb of eDRAM which allows for a sustainable 48Gb/sec to feed it's 16 parallel 'pipelines'.

Why would you want anything diffrent? The Buffer is best in an onchip eDRAM pool as this and you can store textures in the DRDRAM - just as you do on XBox. I can never understand this talk against the 4Mb of the GS; criticize the architecture, not the cache.

PS2s 4mb of edram is neither "cache" nor only used for the frame buffer, it represents ps2's video memory (think of it as the same thing as your pc gfx-cards memory). Every texture your ps2 applies "goes through" that memory. XBOX's UMA means that its video memory and main memory are logically (and in this implementation physically) residing in the same address space. PS2 has a texture buffer for reads for its video memory, which is 64 32Bit words (I think). This does however not mean that you are limited to e.g. 2mb textures/ frame.
 
That New York Track looks really fantastic. The car and the track look extremely believable like the car really belongs there. The game is still in the pre-alpha stage so there are obviously issues like some meaningless popup almost in front of your car, to be sorted out.
 
Jhonny: I'd argue that. I have downloaded many videos with in-game stuff and there is no difference to be seen except for different angles which give the race some "cool" factor. You'd have to point out what exactly looks worse in the actual in-game, because I sure don't see your point. :?
 
I was actually only looking at New York track in-game videos (IGN) It looks absolutely amazing. I would really love to see some replays from that track.
 
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