I always thought, Bilinear filtering was free on N64...Wouldn't be surprised if they disabled some of the n64's features, like bilnear filtering(though it doesn't look like it), to do what they did.
I always thought, Bilinear filtering was free on N64...Wouldn't be surprised if they disabled some of the n64's features, like bilnear filtering(though it doesn't look like it), to do what they did.
zurich said:cthellis,
IMO, The Bouncer cutscenes were far superior to FF X's (hair being the most obvious.. *shudders at Yuna/Lu Lu's hair*)
chaphack said:I find it hard to give PS2 the overall tops against DC.
Heh, interesting that you have to be an employee of PoverVR to know true power of DC, but everyone has PS2 figured inside and outI'm going to be blunt with you. AFAIK you are not, nor have ever been, an employee of PowerVR and so I don't expect that you know the internals of CLX. When I say that there were untapped features in the chip, I mean it. It takes time for developers to learn the intricacies of any system and there wasn't sufficient time. No, not even for Sega.
marconelly! said:Heh, interesting that you have to be an employee of PoverVR to know true power of DC, but everyone has PS2 figured inside and outI'm going to be blunt with you. AFAIK you are not, nor have ever been, an employee of PowerVR and so I don't expect that you know the internals of CLX. When I say that there were untapped features in the chip, I mean it. It takes time for developers to learn the intricacies of any system and there wasn't sufficient time. No, not even for Sega.
Anyways, I'm not saying DC wouldn't improve in those areas over time had it been given a chance, but PS2 software has also improved and keeps doing so. I'm usually very realistic in my expectations, and I simply don't expect to see tables turn around 180o just because someone tapped into hardware's 'mystical powers' unbeknownst to man just couple of days ago. I don't expect to see it from PS2 and I didn't expected to see it from DC (and at the end of the day, didn't see it)
zurich said:Oh, and I'm in COMPLETE agreement with you about the JP dialog/ENG subs The catch is that the voice tracks take up the majority of space on the DVD these days :?
cthellis42 said:zurich said:Oh, and I'm in COMPLETE agreement with you about the JP dialog/ENG subs The catch is that the voice tracks take up the majority of space on the DVD these days :?
Granted, and that's what I assumed kept them from pulling it in FFX (since there was a LOT of dialogue and they were probably stretched for space), but I've seen some games where they have completely different language modes--ALL the other languages intact, even with dialogue, but they don't give full language freedom when EVERY PART IS ALREADY THERE, and all it would really involve is a bit of extra coding and--like--another menu.
Dark Cloud 2, for instance. You can pick a whole japanese mode, but it changes the dialgue, the menus... everything. If they just let you change dialogue ONLY while keeping one's preferences otherwise, it would be optimal right there!
Le sigh...
I'd say you haven't took a look at DC games in a while, because right now, there are games in every genre on PS2 that outrun their respective competitors on DC in every single area imaginable. Maybe DC had better IQ and textures on average, but if you compare top tier games (which only makes sense IMO) I think there's no argument, really.I find it hard to give PS2 the overall tops against DC. Though we can see some nifty PS2 games, there are always something not right somewhere. Be it the dreaded grainy textures or the usual IQ problems.
I think you guys all need to cut Simon some slack here. It is a fact that the resources spent on researching PS2 utilization are far bigger to date then what was focused on DC, and even so I still see PS2 apps today that do things poorly or just plain wrong (from my point of view) and I wasn't amongst HW designers for it.Marc said:Heh, interesting that you have to be an employee of PoverVR to know true power of DC, but everyone has PS2 figured inside and out
It's a reasonable argument, but begs the question why DC which happens to be even more memory limited didn't resort to it more often.Simon said:One reason for the frequent use of multi-texturing on PS2 is that it is rather lacking in the texture memory department.
Unless you also gave everyone 100+ people teams I don't see how that could possibly be the case.I'm sure that if everyone had PS2 figured inside out everygame would be GT4 or SH3 quality...
The problem is that on PS2 'direct' access part isn't limited to neither graphics or rendering pipeline - they pretty much showel you into dealing with the most menial aspects of the applications on barebones level.PS2 is extremely open regarding direct access to the graphics and rendering pipeline - much more even than DC ( where most people would use the libraries) so there is more scope for constructive trickery...
Fafalada said:Moreover, consider that out of all 4 consoles, the only one where detail texturing is common (heck, it's practically standard) is XBox. All others use it rarely, or pretty much never.
Squeak said:Fafalada said:Moreover, consider that out of all 4 consoles, the only one where detail texturing is common (heck, it's practically standard) is XBox. All others use it rarely, or pretty much never.
Does anyone know why that is? Is it a hardware advantage, the SDK or the PC background?
IMO the only thing that really separates xbox games from PS2 games (and to a lesser extent GC games) is detail texturing. Sure some xbox games use a little bump-mapping, and others multisample AA, but not to such an extent as to really make a difference in overall appearance.
It's the detail texturing that makes xbox games look so much better/different, again IMO.
If I where a PS2 or GC developer, I would put a lot more of my resources into finding a way of doing detail texturing as efficiently as on xbox. Is that possible? And if it is, why isn’t it done?
zurich said:I don't know if you've seen the 'international' Halo clips (showing Halos intro in English, Japanese, German, Italian, etc), but the sampling quality is much lower than the original (taking into consideration the quicktime quality and all). So perhaps for EU releases where publishers are forced to include multiple voice tracks, they dumb down the sound quality to make room? *shrugs*
Onimusha pissed me off. The english voice acting was TERRIBLE, but there was an option in the menu for Japanese voices.. flipping it on did nothing though. GRRR...
I think with some top quality games like FF X, I don't mind english voices.. but for some stylized Japanese games like ZoE2, JP soundtrack would really help the atmosphere.
cthellis42 said:I feel almost dippy still talking about this while everyone else is going into detail elsewhere... Hehe.
Almost all the time I prefer Japanese voice acting, I guess coming from my rather liberal anime background. Hehe... FFX has reasonable enough dubbing, but still not up to standards. I'd pretty much want voice acting at the new Batman cartoon levels if anything, which showed a lot more realistic emotion and didn't try to get so "cutesy". I wouldn't even have minded somewhat downsampled dialogue tracks from both to get it on FFX. Sadly it just seems like most production houses don't concentrate enough on getting the (alternate) dialogue right, which is a shame because it can be about as jarring as as using a Casiotone for all your music needs.