Ikusagami Screenshots

london-boy said:
That's the least of your problems.
HDR, subsurface scattering and all that crap you said will never happen on PS2.
And you were who, again? AFAIK you have zero experience with writing anything on PS2 (no, YABASIC doesn't count). Let's leave the can’ts and won’ts to developers with a published game, okay.
 
ihamoitc2005,

It's really quite easy. For ps2 to be able to do HDR and SSS, it would need to have a floating point graphics pipeline and pixel shaders. It obviously does not, so to get effects that "look like those" (which they don't, really) the developers need to create special techniques.
Those special techniques are a software "feat". If you congratulate anyone, you congratulate the coders, not PS2.

If you can get "things that look like HDR and SSS" on PS2, you can just as easily get "things that look like HDR and SSS" on Xbox and i expect even GC using pixel shaders.

Neither of those support HDR. If you get an approximation, it's a software routine which can potentiall run on all architectures (obviously each platform would get its own version, depending on the architecture).

I never said the coders were lying.

You've been posting nonsense ever since you came here, i'm out of here.
 
Squeak said:
And you were who, again? AFAIK you have zero experience with writing anything on PS2 (no, YABASIC doesn't count). Let's leave the can’ts and won’ts to developers with a published game, okay.

I've explained what i think of the can'ts and won'ts.
 
Nonsense

london-boy said:
ihamoitc2005,

It's really quite easy. For ps2 to be able to do HDR and SSS, it would need to have a floating point graphics pipeline and pixel shaders. It obviously does not, so to get effects that "look like those" (which they don't, really) the developers need to create special techniques.
Those special techniques are a software "feat". If you congratulate anyone, you congratulate the coders, not PS2.

You have no clue what is in PS2 or what is needed for HDR and SSS do you? Just because it does not have directx compatible archtitecture does not mean it cannot do similar effects, just does it in different way.

If you can get "things that look like HDR and SSS" on PS2, you can just as easily get "things that look like HDR and SSS" on Xbox and i expect even GC using pixel shaders.

How? You seem to be only one who found way to do these things on Xbox and GameCube. I am especially curious how you will use the GameCubes "pixel-shaders". Maybe first you will help be find them. lol

Neither of those support HDR. If you get an approximation, it's a software routine which can potentiall run on all architectures (obviously each platform would get its own version, depending on the architecture).

How?

I never said the coders were lying.

No you said you will hurt yourself, implying coders were lying.

You've been posting nonsense ever since you came here, i'm out of here.

As soon as you help me find GameCube's "pixel-shaders" and educate me on how Xbox can run "routines" requiring fully programmable floating point units I will happily hire you to improve my english so as not to result in misunderstandings.
 
ihamoitc2005 said:
You have no clue what is in PS2 or what is needed for HDR and SSS do you? Just because it does not have directx compatible archtitecture does not mean it cannot do similar effects, just does it in different way.

This coming from someone who said that the inferior textures in the X360 version of Quake4 was because the game was on DVD and not Bluray! :rolleyes:
How? You seem to be only one who found way to do these things on Xbox and GameCube. I am especially curious how you will use the GameCubes "pixel-shaders". Maybe first you will help be find them. lol

Gamecube does not have "pixel shaders" which are a directx specific name for "colour combiners" and other things. Gamecube has colour combiners which basically do the same thing, but you can't call them "pixel shaders" as they're not DX. Xbox pixel shaders are more capable, but both are in a much better position wrt per-pixel effects than PS2 ever will.



No you said you will hurt yourself, implying coders were lying.

I said when i see a game with those features, i'll cut my balls off.

The fact that no one is bothering making pretty tech demos for Xbox or GC is only an aftermath of the total dominance of PS2 as market leader.
The developers hardly have the time to make games on those 2 consoles, let alone making tech demos to show nothing that will really be implemented in a game.
The lack of such demos does not imply that Xbox and GC couldn't do such approximations.

PS2 has definately a few advantages in its architecture, but let's keep things in perspective here ok?
 
Bump mapping doesn't necessarily refer to a sophisticated effect if it's only an embossed or perturbed UV technique. Advanced bump mapping for this generation uses a dot product method like Xbox's DOT3 or Dreamcast's perturbed normals.
 
It's highly questionable if what's possible this gen can actually be used in a real-time game situation. But it'd be nice to see something like Tetris rendered with full SH with different material translucencies.
 
Lazy8s said:
Bump mapping doesn't necessarily refer to a sophisticated effect if it's only an embossed or perturbed UV technique. Advanced bump mapping for this generation uses a dot product method like Xbox's DOT3 or Dreamcast's perturbed normals.

Morten Mikkelsen from IO wrote a paper detailing how to get normal mapping in 4 passes on the PS2, so it can be done. It's just too expensive for pervasive use. Still, selective use of the feature could boost visual fidelity of a game.

Cheers
Gubbi
 
Gubbi said:
Morten Mikkelsen from IO wrote a paper detailing how to get normal mapping in 4 passes on the PS2, so it can be done. It's just too expensive for pervasive use. Still, selective use of the feature could boost visual fidelity of a game.

Cheers
Gubbi

http://ps2dev.org/ps2/Tutorials/TUTORIAL_5:_Advanced_Perfomance_tips

... even 2 pass normal mapping with sufficient per vertex normalization,and its very fast a cheap.
 
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English Review

Slay said:
IMO this look fabulus, ohhh and it's for the PS2:

ikusa07.jpg


there are some more screens here
http://watch.impress.co.jp/game/docs/20050819/ikusa.htm

English language review with new screenshots is here:

http://www.ncsx.com/2005/ncs112105/ikusa_gami.htm
 
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