Sega Sammy's foremost high-end arcade board for next generation has been announced to be the PowerVR board. Both it and Aurora should be using new cabinet designs, respectively -- the high-end board for high-definition display and Aurora for high integration for affordability.
Any idea on the specs yet? Or future use of a PowerVR part?
Quake 3: Arena tested at a depth complexity of over 3, even on processors using Early Z overdraw reducing techniques of the time.
Wouldn't current processors have better early z overdraw techniques then? I believe ATI is up to hyper-z 3 or 4.
A city environment is prone to layers of pedestrians and cars passing infront of rows of buildings.
Ah, GTA doesn't have that many cars/people on screen at once most of the time, that and it has a dynamic LOD system that fades out things in the distance. Shenmue did too though, for the people anyhow, and that ran on a system with tile based rendering.
An advantage in anti-aliasing for an architecture like PowerVR's would be the ability to sample directly from its tiles without having to use a higher resolution framebuffer.
Would that be no performance hit super sampling then?
I think the system may use a dedicated PPU or a Floating Point Accelerator.
Well, Sega did license the Ageia technology. Perhaps some functions could be offloaded to the gpu as well if it's sufficiently advanced.
Arcade games have to be a generation or two ahead of home technology. That's the way the business works.
Ideally it should work like that, but it's been a while since that was true. The only advantage recent arcade machines have had is more memory, and even then they sometimes have a power disadvantage.
BTW, nice to see house of the dead 4 ditches the lame shotguns from house of the dead 3.
Not sure if the graphics look next gen though, they don't look particularly better to me than those in virtua cop 3, and I'm pretty sure that ran on xbox hardware. Impossible to tell by those blurry screens though. Oh yeah, that and it's likely running at 720p at the very least, so that would eat up a lot of power.
Similar to part 3, innocents seem to have been kept out of this title all together.
I'm pretty sure part 3 had a few innocents, maybe not a lot, but some.
House of the Dead 4 may be the most visually impressive arcade game ever made, but it seems to be a step below the visual splendor we've seen from some of the finer upcoming PS3 and Xbox 360 titles. Aside from the massive number of detailed zombies on screen, the most striking visual improvements can be attributed to the switch to high resolution and the use of a high definition monitor. House of the Dead 4 looks last generation in comparison.
TEXAN said:what's the use of all that power right now?
Arcade games have to be a generation or two ahead of home technology. That's the way the business works.
Megadrive1988 said:after reading the IGN article - and realizing that the graphics are very good, but not mind blowing, I am further convinced that HOTD4 is running on either
A.) the new high-end PowerVR5 based board currently known as Lindburgh / System SP, and that it will NOT overpower the new consoles
or
B.) an Xbox 360 based arcade board (call it Chihiro 360 until the real name comes to light) which would use the Xenos graphics chip only if this is real Xbox 360 hardware - It could be even a board based on Xbox 360 *beta* kits which would likely mean ATI R420 (X800 XT) or R480 (X850 XT)
Sega Sammy will probably make newer or alternate configurations of their PowerVR board depending on what a game requires, like they've always done with games that use multiple displays or need more performance.Or future use of a PowerVR part?
Sure, but the effectiveness will always lag behind what PowerVR gets by determining for the whole scene. Application based techniques used in conjunction with early Z will also trade off some speed.Wouldn't current processors have better early z overdraw techniques then?
Because the engine and set-up still get bogged down by undrawn geometry, occlusion is important for systems with display list renderers too; the calculations just don't have to be quite so intensive since texturing and shading will automatically be deferred.Shenmue did too though, for the people anyhow, and that ran on a system with tile based rendering.
No, the fillrate cost would still be there, but neither pixel nor Z bandwidth requirements would rise or force the need for high amounts of memory space and bandwidth.Would that be no performance hit super sampling then?
There were a few cut-scene scenarios where the player had to shoot at enemies while the creatures were attacking the other partner.I'm pretty sure part 3 had a few innocents, maybe not a lot, but some.
Judging from the completeness of the launch software, the PowerVR arcade board is probably many months earlier than any of the next generation consoles.I am not convinced right now that PowerVR's highend chips are going to beat ATI and Nvidia's best, based on the sheer engineering resources and dollars invested into the next generation of graphics for console and PC.
The only arcade boards that have gotten matched by contemporary home consoles have been those that were based off of the home consoles. A custom arcade board could've easily been made, but product releases have a lot more to do with company roadmaps and business than technological possibility.that is not the way the arcade business has been working for the past 5-6 years. while your statement would be correct if applied to the 1970s, the 1980s and most of the 1990s, it isnt true now. with the current generation (DC, PS2, Cube, Xbox) the home consoles have caught up technologically to arcade machines, and in many cases, surpassed them.
I agree that the consistent 60 fps which Sega Sammy arcade games tend to have versus the inconsistent 30 fps which is more common to see in some console games is part of the issue for comparing the screenshots. The House of the Dead 4 is also a complete game at this point and not just a demo.Just because the graphics aren't jaw dropping doesn't mean it won't overpower the next gen consoles...many of the jaw dropping next gen graphics also had extremely low framerates
Fox5 said:Megadrive1988 said:after reading the IGN article - and realizing that the graphics are very good, but not mind blowing, I am further convinced that HOTD4 is running on either
A.) the new high-end PowerVR5 based board currently known as Lindburgh / System SP, and that it will NOT overpower the new consoles
or
B.) an Xbox 360 based arcade board (call it Chihiro 360 until the real name comes to light) which would use the Xenos graphics chip only if this is real Xbox 360 hardware - It could be even a board based on Xbox 360 *beta* kits which would likely mean ATI R420 (X800 XT) or R480 (X850 XT)
Just because the graphics aren't jaw dropping doesn't mean it won't overpower the next gen consoles...many of the jaw dropping next gen graphics also had extremely low framerates, it takes a while to get used to hardware and take advantage of it.
Lazy8s said:NAOMI2 was produced in May 2000, about two and half generations in graphics before GameCube or Xbox, and it uses far less transistors than them. Also, it was only partially updated from Dreamcast processors for its time of release with just ELAN.
Fox5 said:Lazy8s said:NAOMI2 was produced in May 2000, about two and half generations in graphics before GameCube or Xbox, and it uses far less transistors than them. Also, it was only partially updated from Dreamcast processors for its time of release with just ELAN.
Eh, even still, Naomi 2 doesn't seem impressive when compared to Ps2.
Virtua Fighter 4 is it's most graphically impressive game right? It was ported to PS2, a system with vastly different strengths, with minimal downgrading, and is far from representing the best the PS2 has to offer.
Also, certain games just don't lend themselves well to tile based hardware due to lack of overdraw, like flight sims. Rebel Strike could be considered gamecube's best looking game, or one of its best, and probably never could have been done on Naomi 2, maybe not even if you doubled the system's power. On the other hand, a game like Shenmue with lots of overdraw may have had similar performance on a Naomi 2 or an Xbox.
This is also the case with Chihiro and Tri-Force, developers choose the platform which suits their needs the best (although Chihiro is considered to be more powerfull from a general perspective, as it is a slightly buffed up Xbox).
Even if the overdraw savings are small, saving them is still better than not. DC/NAOMI and NAOMI2 didn't really suffer from a fillrate disadvantage in games versus comparable systems.Also, certain games just don't lend themselves well to tile based hardware due to lack of overdraw, like flight sims.
It has the necessary capabilities to perform a competitive version.Rebel Strike could be considered gamecube's best looking game, or one of its best, and probably never could have been done on Naomi 2, maybe not even if you doubled the system's power.
I believe Triforce just upgrades with twice the amount of 1T-SRAM to 48MB. That's quite a beneficial enhancement for the particular sysetm.if this means twice the clock speed of gamecube
F-Zero is one of the best looking games on GameCube.I don't think any have even matched the best looking games on Gamecube
Fox5 said:Eh, even still, Naomi 2 doesn't seem impressive when compared to Ps2.
Virtua Fighter 4 is it's most graphically impressive game right? It was ported to PS2, a system with vastly different strengths, with minimal downgrading, and is far from representing the best the PS2 has to offer.
Also, certain games just don't lend themselves well to tile based hardware due to lack of overdraw, like flight sims. Rebel Strike could be considered gamecube's best looking game, or one of its best, and probably never could have been done on Naomi 2, maybe not even if you doubled the system's power. On the other hand, a game like Shenmue with lots of overdraw may have had similar performance on a Naomi 2 or an Xbox.
NAOMI2 was produced in May 2000, about two and half generations in graphics before GameCube or Xbox, and it uses far less transistors than them. Also, it was only partially updated from Dreamcast processors for its time of release with just ELAN.
System16.com says Triforce is roughly twice as powerful as Gamecube, if this means twice the clock speed of gamecube, I'd say it's quite a bit more powerful than Chihiro, though the games certainly don't look it, I don't think any have even matched the best looking games on Gamecube. Probably does have the doubled system ram though.
It could afford a lot more RAM for the same price since its bandwidth requirements could be met with simple, inexpensive, commodity SDR-DRAM.Naomi2 has more RAM
Cost is largely a function of die area in volume production parts, and its area, even with the separate chips, was smaller than other consoles at a given process size. NAOMI2's cost was similar to NAOMI at their respective releases, and NAOMI had a practical equivalent in an affordably priced home console.and cost more than the consoles.
PowerVR2DC in November 1998, PowerVR2DCx2+ELAN in May 2000.It's one thing to come up with a mid-end card that tops other mid-end cards. But it's another thing to compete at the bleeding edge.
MBX.PowerVR is still a novelty technology IMO.
Sega Sammy's 'Next Level' next generation presentation at E3.PowerVR is still not high-end GPU tech.
PC-Engine said:NAOMI 2 is comparable to GCN and Xbox, however, since the PowerVR GPU is older technology, it may have difficulty matching the former at water effects. Does anybody know how good N2 is at water effects? I know it has a very good fixed function TnL unit, but that's probably not enough to compete with GCN and Xbox when it comes to water effects.