Svensk Viking
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Gamecube had plenty of games with 60 FPS when it came to exclusives
Gamecube had plenty of games with 60 FPS when it came to exclusives
Sly Cooper and ZoE 2 had framerate issues so did a lot of other games. And the PS2 introduced tearing to consoles by disabling v-sync in order to improve framerate. I'd say the Dreamcast and GCN had the most consistent 60fps games.
Dreamcast could simultaneously generate proscan for its native VGA and generate a flicker-filtered CRT display, and has enough display RAM that the full framebuffer didn't get compromised for texture space by games, so just about every DC game, demo, and utility could be output progressively.
I don't know of that game in particular, but, AFAIU, some of the early DC games weren't availing themselves of the 2bpp compressed texture format and so, in order to have more texture space, used less than the typical 640x480 frame rendering.There are quite a lot of exceptions though, the first one I can think about is Sakura Taisen 1...
There are quite a lot of exceptions though, the first one I can think about is Sakura Taisen 1...
Don't underrate the PS2 though. It's not like every 60fps game lacked visual appeal and thus was 'easy'. Baldur's Gate Dark Alliance and derivatives had complex shading, dynamic lighting, dynamic shadows, antialiasing, procedural water, etc. and still ran at 60 fps.Xbox maybe has had, the least number of games running at 60 fps in the last gen, but let's not forget , that it was also the consolle that most massively used resource hungry effect, like normal mapping, stencil shadows and other shader related effects. It's easy to do a 60 fps game, with nothing going on on screen except polygons and (often not very good) textures like on the ps2.
Don't underrate the PS2 though. It's not like every 60fps game lacked visual appeal and thus was 'easy'. Baldur's Gate Dark Alliance and derivatives had complex shading, dynamic lighting, dynamic shadows, antialiasing, procedural water, etc. and still ran at 60 fps.
The reason any game doesn't reach 60 fps is design decisions based on the developers' ability (technical and financial) to put however much eye-candy into a frame. It's incorrect to say any console was 'simple' and so, as it couldn't achieve eye-candy, could achieve faster framerates.
But if the XB didn't use those effects, it'd hit 60fps. And if PS2 did use those effects on its 60fps games, they'd drop to 30fps. The hardware isn't the issue here. You can't point to PS2's hardware as being simple as a reason for more 60fps on PS2. The only thing that shows is more developers on PS2 were willing to reduce eye-candy to gain framerate....but you'll agree that having to compute normal mapping and stencil shadows (for example) does impact on performance much more, than using simple dynamic lighting, and simple textures.
No doubt - but see what Shifty just said about tradeoffs - and also what I mentioned at begining of the thread about higher fps being kind of forced to be the preferred solution.Airwave said:but you'll agree that having to compute normal mapping and stencil shadows (for example) does impact on performance much more, than using simple dynamic lighting, and simple textures.
But if the XB didn't use those effects, it'd hit 60fps. And if PS2 did use those effects on its 60fps games, they'd drop to 30fps. The hardware isn't the issue here. You can't point to PS2's hardware as being simple as a reason for more 60fps on PS2. The only thing that shows is more developers on PS2 were willing to reduce eye-candy to gain framerate.
Because it was a simpler machine, getting the same effects was harder, and yet games still did it. If you haven't seen BGDA or CON from Snowblind Studios, you perhaps don't appreciate some of the fantastic shading qualities achieved on PS2, but it was certainly capable of a great deal by using overdraw and blending as opposed to the XB approach of single-pass shading. So to get BGDA on PS2 at 60fps is a more impressive feat than getting the same game running on XB, yet it could still be done. Case being, including fancy effects doesn't mean running at 30fps or slower. It all comes down to how the developers choose to use the hardware.Ps2 couldn't reproduce a lot of shader effects that xbox was capable of, nor the heavy physics engines of an half life 2 or forza motorsport, it is indeed a simpler hardware.
Only because the developers made it so! If the pixel shaders were slowing them down, they could have eased up on using them to hit 60fps. Just as on PS2, if a game was comfortably runnig at 60 fps, the developers could have added more effects and dropped down to 30 fps. The only legitimate aspect to your argument I can see is that developers may well have felt inclined to use more effects on XB because they were easier to implement, whereas even if they were willing to take a 60 fps PS2 game and reduce it to 30 fps to get some fancy effects going, the technical hurdles would have prohibited them, so instead they stuck at simpler, faster operations.i just wanted to note that the stress on pushing more in terms of effects, polys eatc. at the cost of fps was much more heavy on the xbox than on ps2.
You could do normal mapping on PS2. It'd be very expensive and your game would run slowly. Thus the choice is 10 fps with normal mapping, or 60 fps without. Developers chose without. You could do normal mapping on XB. It wasn't very expensive because the hardware was better designed to suport it. The developers had a choice to either use normal mapping at 30 fps, or without at 60 fps. This is of course a gross simplification, but the point is, whatever the hardware can do, the developers have to choose where to allocate the performance.
Perhaps most telling is your line here -
Because it was a simpler machine, getting the same effects was harder, and yet games still did it. If you haven't seen BGDA or CON from Snowblind Studios, you perhaps don't appreciate some of the fantastic shading qualities achieved on PS2, but it was certainly capable of a great deal by using overdraw and blending as opposed to the XB approach of single-pass shading. So to get BGDA on PS2 at 60fps is a more impressive feat than getting the same game running on XB, yet it could still be done. Case being, including fancy effects doesn't mean running at 30fps or slower. It all comes down to how the developers choose to use the hardware.
Only because the developers made it so! If the pixel shaders were slowing them down, they could have eased up on using them to hit 60fps. Just as on PS2, if a game was comfortably runnig at 60 fps, the developers could have added more effects and dropped down to 30 fps. The only legitimate aspect to your argument I can see is that developers may well have felt inclined to use more effects on XB because they were easier to implement, whereas even if they were willing to take a 60 fps PS2 game and reduce it to 30 fps to get some fancy effects going, the technical hurdles would have prohibited them, so instead they stuck at simpler, faster operations.
But given the number of 30 fps I played on PS2, I don't think there's any real argument here. Hardware makes no difference. Developers set their own targets and used the hardware however they chose. Most developers on any 3D platform seemed willing to sacrifice framerate, and only a few kept the faith!
Well I always plug Snowblind Studios when I get the chance! If you ask for a list of top-tier PS2 devs, you'll hear ND and Insomniac and Polyphony etc., yet what Snowblind did with a dozen people for their launch title is a match for any other developer IMO. Very underrated studio, and to get an idea of what PS2 could do, SB's output should be included as reference material.Nice mention of Baulders Gate and CON there Shifty. I really would love to see something like this on next gen consoles. Playing CO-OP in those games was a lot of fun and very impressive from a technical point of view too.
Well, that's okay then.Airwave said:this is the core of what i was trying to say
1) It is debateable.But the fact, that there was a huge technical gap between ps2 and xbox, does remain undebeatable.