MGS2 tearing

chap:
Textures and load times should theoretically be better on PS2.
Why should the textures be theoretically better on PS2? Are we assuming textures are always being streamed into the cache at maximum efficiency on PS2 as Dreamcast has them available locally?

Does the PS2 handle lots of large textures as well or better than the Dreamcast? How often do PS2 games have to rely on 4-bit palletized textures? How well does 8-bit CLUT handle compression on different source materials like images with lots of color variation, photo images, etc. compared with PowerVR VQ?

From empirical evidence and not speaking theoretically, the Dreamcast has always blown me away from a texturing and image quality standpoint. 480 res progressive scan output is a standard for its games, and that's coming from a budget console ($199 pricepoint) launched back in '98. It also has the most accessible true VGA solution, and it can be had for $15 or less unlike solutions for other consoles. The texturing in both Sonic Adventures and Samba de Amigo are really some of the best I've ever seen, including GameCube and Xbox games.
 
Johnny Awesome said:
Spinter Cell > Halo > Shenmue 2 (Xbox) > Metal Gear Solid 2 (PS2)

Wow. You must have played the version of Shenmue 2 without the messed up graphics. Where can I get a copy?
 
LogisticX said:
Actually if you go back and read the first two pages of the thread, it's obvious that most of the MGS2 supporters can't accept NO for an awswer, or an opinion for that matter, and even resorting to (not surprisingly) using Shenmue running on older underpowered hardware...genius.

Once again, I never brought up Shenmue for direct comparison....I brought it up because it too has its share of problems that very likely could have been fixed. You were all up in arms claiming something such as some tearing barely noticeable to most (as seen in this thread) should have been fixed given the timelength the game was developed along.


Like seriously, do you purposefully twist everything into some incoherent pile of garbage just so you can convince yourself that your opinion is above all else?


You should be a politician or PR spokesperson (if you aren't already).

Um...Shenmue didn't take 3 F*king years to develop, so the minor graphical problems were expected ;)

Do you understand ENGLISH?
 
October 06, 1998 - "Project Berkely" is the odd working title for the game that Sega's top brass have proclaimed will revolutionize gaming as we know it. In development for the better part of three years, and formerly referred to as "Virtua Fighter RPG," the game has an unlimited budget and Sega's top game designer behind it.

http://dreamcast.ign.com/articles/065/065138p1.html

Shenmue was released in Japan at the end of December 1999. So it was in development for about 4 years.
 
yep , actually they say it was in development since he completed virtual fighter , graphics weren't started till dreamcast was in development . They had an early build of what he wanted on the saturn but scrapped it because it wasn't good enough , after playing with final dreamcast hardware that he decieded to go ahead with it and that it was possible
 
DC is better at load times
That simply isn't true. It's a measurable fact that the PS2 drive is faster (by a rather considerable amount).
Software that 'allegedly' points to the contrary is just a testatement to respective software makers (a good or bad one, depening on how you look at it) - or in some rare cases, the result of having to fill up double the memory.
This is equally true of GC vs PS2/XBox comparison.
Hardware wise, there is no reason for GC/DC being faster at load times then the other two.

Lazy,
Are we assuming textures are always being streamed into the cache at maximum efficiency on PS2 as Dreamcast has them available locally?
DC kinda needs to have textures local to use them with any reasonable efficiency.

Does the PS2 handle lots of large textures as well or better than the Dreamcast?
"Lots" being 500 or more, "large" kinda doesn't go along with it too well on any current console.
GS IS fast at texture state switching though, no idea about PVRDC.

How well does 8-bit CLUT handle compression on different source materials like images with lots of color variation, photo images, etc. compared with PowerVR VQ?
Having same texture dimensions, 8bit Clut quality is always better.
 
Um...Shenmue didn't take 3 F*king years to develop, so the minor graphical problems were expected ;)

Do you understand ENGLISH?
Man how many times do you have to be put down to finally get the picture, you d*ck brained, f*ck face, ball playing, mother fu*king pain in the ar$e. (just quoting Stalone in Demolition man)

Shenmue did take more than 3 years to develop. If you look at the saturn trailer they had a pretty damn good idea of what it was going to look like. The fact that they didnt spend 3 years on graphics thats a different story, MGS2 didnt spend 3 years on graphics is also a different story which you should fu*king comprehend and stop pulling $hit out or you ar$e. I am sick of your tom boy folling around man. just let go, you were wrong and thats it, your fighting a losing battle
 
JacksBleedingEyes said:
Um...Shenmue didn't take 3 F*king years to develop, so the minor graphical problems were expected ;)

Do you understand ENGLISH?
Man how many times do you have to be put down to finally get the picture, you d*ck brained, f*ck face, ball playing, mother fu*king pain in the ar$e. (just quoting Stalone in Demolition man)

Shenmue did take more than 3 years to develop. If you look at the saturn trailer they had a pretty damn good idea of what it was going to look like. The fact that they didnt spend 3 years on graphics thats a different story, MGS2 didnt spend 3 years on graphics is also a different story which you should fu*king comprehend and stop pulling $hit out or you ar$e. I am sick of your tom boy folling around man. just let go, you were wrong and thats it, your fighting a losing battle

Looks like you finally found some balls, unfortunatley there seems to be no brain anywhere to be found :oops:

If you want to use the lame argument that Shenmue took 3 years starting on SATURN then why don't you mention the fact that MGS1 development started on PSX before MGS2...cocksucking dumbass F*CKFACE! Isn't it funny that you had no argument to begin with yet still have the enthusiasm to conveniently pull bullshit out of your bunghole whenever your futile attempts fail to get others to agree with your opinion? You shouldn't get your panties in a bunch everytime someone disagrees with you blind worship of MGS2... :oops:

It's a game you dipshit, unless your mom was on the MGS development team and got raped by Ryo I don't know why you're so defensive when anyone has a negative opinion. One more piece of advice, stop jacking off to MGS2 Sons of b*tches...b*tch. ;)
 
Calm down people.....anyway, PC Engine, the proof is clearly right here on this page (thanks to Bowie) so that's all I really wanted to point out.

Bringing up MGS1 is irrelevent since MGS1 and MGS2 are two different titles... the Saturn Shenmue was basically the game that appeared on the Dreamcast, sans the graphics.


I almost thought we were on the IGN vestibule for a second :oops:
 
Lazy8s said:
mech:
You must have played the version of Shenmue 2 without the messed up graphics.
What was messed up about the graphics in Shenmue 2 on Xbox?

The crappy lighting, the blurry textures, or the incredibly low-poly models for starters.

Hey PC-Engine, did you see how much Shenmue cost to make? Wasn't is US$70 million odd? That's what I seem to remember, and a bunch of websites I looked up said the same thing. You'd bloody hope it looked good. Imagine if MGS2 had cost anywhere NEAR that amount? You'd be using it majorly for ammo - but funnily enough, you seem to have forgotten this with regard to Shenmue. And I'm pretty sure it was in development for longer than 3 years too... so there goes that argument.

MGS1 had nothing to do with MGS2 - they started the game from scratch. They also had the graphics up and running when the first PS2 dev kits came out, looking remarkably similar to the final product - go watch the making of DVD to see this. They spent the time working on the story, cut-scenes, levels, and working out the bugs. It's one of the most polished games I've ever seen.

Your argument's been completely shot down. How can you keep arguing with your completely flawed sense of perspective?
 
I'm merely speaking from my own personal experiences. PS2 texturing is worse than DC, as MY eyes see it. It doesn't matter what the numbers say. Same goes for load times. They are LONG on the PS2 and relatively quick on the DC. I don't understand why, but I'm just calling it like I see it.

I think the PS2 and DC are technologically equivalent, but have strengths in different areas. I don't have an axe to grind against the Sony/PS2 anymore. I wouldn't mind owning:

ICO
Maximo
Suikoden III
Xenosaga
Sly Cooper
Ratchet & Clank
The Mark of Kri

The problem is that I've become a slave to my HDTV/DD setup. I just can't see myself playing games in 480i/Stereo anymore. It's like going back in time for me. I don't think people are stupid or crazy for loving their PS2s, but so far I've decided that I can wait to play these games in enhanced 480p on my PS3 in 2005. By then they'll be $20 each too.
 
They are LONG on the PS2 and relatively quick on the DC.
Fact 1 : from a hardware perspective, any game could load in 10seconds or under, on any of the four consoles.
Fact 2 : inspite of fact 1, on every console there are still games with load times approaching a 30sec-1minute, some times more.
Fact 3 : on a purely unrelated note, DOA2 PS2 loads visibly faster then DOA2 DC :p

And just to add some EA bitching, consider this example too.
Averaging load times on PS2 from just EA games would give you a number some 5-10times longer then averaging them from Namco ones - on the same platform.
On the other hand, averaging just EA games on each platform, the differences between them would be considerably smaller.

It's real easy to screw up load times (PC games demonstrate that all the time, fast hardisks or not), and even easier to not do anything about it - after all, the game is still playable regardless.
 
Fafalada:
DC kinda needs to have textures local to use them with any reasonable efficiency.
If DC and PS2 texturing abilities can be competitive with one another, then they're both using their own methodology to get to nearly the same point visually. However, the Dreamcast having them available locally then becomes an advantage because they're already there in display memory, whereas the PS2 has to call upon the textures from another source on a continuous basis to have them available and achieve its level. The PS2 performance is contingent upon whether the developer's engine is balancing the performance load at any one time to make those textures available, and I think it's unreasonable to assume it'll always be done with great efficiency.
"Lots" being 500 or more, "large" kinda doesn't go along with it too well on any current console.
No... "lots" being relative to texture size. If we're talking large texture sizes here, then scale down the number used from 500 to something these systems could reasonably handle. From what developers like Visual Concepts (who make some of the most impressive looking PS2 sports games) have said about the difference in developing on PS2 hardware, they found the need to break the texture sizes down into smaller chunks from how they did it on DC. Now, I'm not sure all the reasons that would lead them to this, but there seems to be strong opinion all around that the optimal approach for texturing something on PS2 would be to break textures into separate smaller pieces that might normally be one larger texture on another console. Maybe it doesn't support sizes as large or has less room to work with and store textures of those sizes at once.

mech:
The crappy lighting,
The engine sustains character shadows for over 30+ separate character models simultaneously within massive environments. At times when Ryo is within multiple light sources, he can cast and sustain multiple correctly-placed shadows simultaneously. The shadows also bend and deform naturally over surfaces and with respect to the constantly changing time of day. In the cave sequence at Guilin where Ryo is collecting firewood, the flickering light he uses to illuminate the caves is very dynamic and impressive.

You took exception to Johnny's opinion that Shenmue II on Xbox looked better than Metal Gear Solid 2 on PS2, so the implication of your argument is that Shenmue II on Xbox must have crappy lighting compared with Metal Gear Solid 2 on PS2. I'm not sure if you've played through Shenmue II on Xbox, but a lighting upgrade was one of the larger improvements they made to the revision. Not sure which games you've been playing, but the subtle lighting in Shenmue IIx is anything but crappy. I mean, it's not like this game has the benefit of running at the scale of a Silent Hill game or anything, with smaller environments and less characters/objects.
the blurry textures,
When travelling to Guilin, Ryo arrives at a small port village name Longishuan or something like that. The textures here and when you're travelling up the river or anything but blurry. If the textures were blurry, you wouldn't be able to see the gravel so sharply, or the straited surfaces of the rock face. The Xbox port also improved texture quality over the Dreamcast version as you can most immediately see on Ryo's jacket and pants.

And again, you took exception here to Johnny's opinion that Shenmue II on Xbox looked better than Metal Gear Solid 2 on PS2, so the implication of your argument is that Shenmue II on Xbox must have blurry textures when compared with Metal Gear Solid 2 on PS2. In my playtime through MGS2, I seem to recall a very shaded look to the game, with smooth surfacing all around for the most part. I certainly don't recall sharp texturing being a noteable feature, but it's possible I missed it or am not remembering correctly. Perhaps you could remind me of some parts or point me to some screenshots for examples?
or the incredibly low-poly models for starters.
In a game that supports dozens of on-screen characters simultaneously, there's a tradeoff of less detail per model. Show me a PS2 game whose engine was built for showing up to fifty characters at once among heavily detailed environments like Shenmue's, and I'll show you some more "incredibly low-poly models". How about the Dynasty Warriors series? Scale is the biggest factor here.

But, I'm getting the distinct impression that Shenmue II looks low-poly to you. To me, the environments are packed with oodles of geometry, from grocer's stands lining the streets to towering skyscrapers enveloping the Hong Kong and Kowloon quarters. Doorways and windows modeled, trash cans and debris scattered about, staircases running up corridors, passages boarded up with modeled plywood, teahouses with chairs and tables, butchers with slabs of meat hanging on display, etc. I'd hazard a guess that Shenmue's environments feature more geometric complexity than MGS2's, which has far fewer but very well modeled objects in view. Still, MGS2 PS2 ouputs at 60 half-frames per second and Shenmue II runs at 30 full frames, so I'd say its obvious that MGS2 is pushing more polygons per second in the finl analysis.

And as for the geometry on Shenmue's characters, I'd say the game fairs very well when you bring the scale down to something more comparable to MGS2. Take the opening scene from the first Shenmue, for example. During that prologue sequence, we see a river running below the craggy bluffs of a canyon, bordered by a vast forest stretching into the distance. An eagle soars a great distance over the hilly landscape which approaches the canyon, and we can see Shenhua's character model fully fleshed out standing atop a cliff. When the camera zooms all the way in on her face, the game shows absolutely phenomenal detail. It's probably one of the most detailed character models I've seen in any game for any system bar none, and the detail on her head is certainly comparable to the old man Final Fantasy head demo Squaresoft had for the PS2.

If you've played through Shenmue II, also note the character detail in the climactic battle in Kowloon. You have a view of a massive landscape, an entire city in view at once, and just about every major character in the whole series being displayed all together. Ryo's character model is detailed as is Joy's, Zhu's, Wong's, Ren's, Xianghua's, Dou Niu's, and of course one other which I won't spoil here. There are several men in black suits who are well modeled there as well. The scene plays without a hitch, so I certainly wouldn't classify anything in that scene as "incredibly low-poly".

I'm curious as to how much geometry you think MGS2 PS2 is pushing to come up with such an analysis, anyway. Yu Suzuki claimed to be getting in excess of 3.5 million polygons per second from Dreamcast/Naomi back from his early rendering engine in the summer of '98, on incomplete hardware dev kits. They were using footage from an early engine in the Tower of Babel demos, and his first console game was still going under the title of Project Berkeley. It's only reasonable to assume that the engine's performance increased by the time the first game was released, and obviously increased again as the even-more-detailed sequel was subsequently released.

Now, to sport just an equal amount of geometric detail per frame as Shenmue II, MGS2 would have to be outputting over 8 million polygons per second... seeing as how it updates at twice the frequency - 60hz. It may even need to be higher for MGS2 depending on how much performance AM2 was getting on DC, as even a smaller dev like Melbourne House said they approached 5 million polys per sec on Test Drive LeMans for Dreamcast. So, if MGS2 is "ripping the shit out" (your words) of Shenmue II from a geometry complexity standpoint, let's assume that should translate into at least around 50% more modeled complexity. I'd still say 50% more would hardly be the call for such hyperbole, but I'll give the benefit of the doubt here. So, basically what you're saying is that MGS2 is safely pushing over 13-14 million polygons per second...
Fafalada:
Fact 3 : on a purely unrelated note, DOA2 PS2 loads visibly faster then DOA2 DC
DOA2 DC doesn't pause to load at all during the game, and only a short time before the very first match. Maybe the PS2 version (which one?) loads visibly faster than the DC version (which one?), but it also has downgraded graphics... purely unrelated?
 
Johnny, I think you have probaly winessed just the 'wrong' PS2 games so your experience with them is so skewed :) There are games on PS2 that load really fast and have very respectable textures. Some really nice looking games like Burnout 2 and Tekken 4 also support progressive scan. The games you listed, btw, are definitely very nice.
 
DOA2 DC doesn't pause to load at all during the game, and only a short time before the very first match. Maybe the PS2 version (which one?) loads visibly faster than the DC version (which one?), but it also has downgraded graphics... purely unrelated?

Downgraded? I'm not sure as to the load times but the graphics in hardcore feature improved lighting with I believe a toned down contrast is all. DOA2 LE released on the DC in Japan fixed that problem...but I don't recall anything being downgraded.

In a game that supports dozens of on-screen characters simultaneously, there's a tradeoff of less detail per model. Show me a PS2 game whose engine was built for showing up to fifty characters at once among heavily detailed environments like Shenmue's, and I'll show you some more "incredibly low-poly models". How about the Dynasty Warriors series? Scale is the biggest factor here.

But, I'm getting the distinct impression that Shenmue II looks low-poly to you. To me, the environments are packed with oodles of geometry, from grocer's stands lining the streets to towering skyscrapers enveloping the Hong Kong and Kowloon quarters. Doorways and windows modeled, trash cans and debris scattered about, staircases running up corridors, passages boarded up with modeled plywood, teahouses with chairs and tables, butchers with slabs of meat hanging on display, etc. I'd hazard a guess that Shenmue's environments feature more geometric complexity than MGS2's, which has far fewer but very well modeled objects in view. Still, MGS2 PS2 ouputs at 60 half-frames per second and Shenmue II runs at 30 full frames, so I'd say its obvious that MGS2 is pushing more polygons per second in the finl analysis.


I'd just like to point out that its kind of not relevent to compare MGS2 to Shenmue in terms of amount of characters onscreen at once, as that is not really feasible for the type of game that MGS2 is....however, there is a portion of MGS2 that does feature moderately well detailed room of characters (about 30 or 40 I'd wager), during the tanker scene as slides are going on. The engine clearly can handle that many characters, but you don't see it often since it isn't what the game is about. Plus, there are other instances like Gear battles and some things at the end that show off a lot of complex geometry.

The thing about MGS2, and I remember marconelly! pointing this out, is that its put together so well that you really don't notice the little things in the game. Much of the environments that feature pipes and spherical objects are actually round and smooth.
 
exactly.

thats why u see people saying how advanced the graphics in MGS2 are and some others saying they're not that impressed.....

some effects are just so subtly inserted in the game that most people just do not notice them.... while some people are drooling over them... :LOL:

anyway, anyone got kingdom hearts?!?!?!?


please try to get over the fact that it features disney characters and give it a try... i've never been this wowed in a long time....

and i've got a weird feeling when seeing these cute disney characters all sad because they lost their world or some crap like that...... i just cant resist....

and the *baddies team* is such a good idea.....

i just love cross-overs and loads of external references in a game...

and the graphics are just beautiful.... some worlds are better than others and the special effects are just unbelievable... take final fantasy x special effects and make them somewhat better....

it all looks SO GOOD!!!!!!
 
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