the fact that a TV can only display 60 half frames per second means NOTHING. the difference is there whether u like to admit it or not.
As I've said before and I'll say again, if the framrate is stable there isn't a problem
the fact that a TV can only display 60 half frames per second means NOTHING. the difference is there whether u like to admit it or not.
Qroach said:IN a game like jak and dextures, what do you need precision like that for? from a development point of view (just my opinion) I'd sacrifice that extra performance for more detail and have the game run at 30...
Qroach said:For one things graphics are one of the most important factors when talking about framrate, is it not?
Tradeoffs like this are made all the time and the average consumer dosen't notice these things. A game isn't running at "half frame rate" when running on a TV at 30 fps. Which is why 30 fps is perfectly acceptable.
Fafalada said:Ben, once you transformed geometry, you only need to resend it to GS for multiple passes. Overhead is only GS doing multiple triangle setups, and that is paralel to EE operation.
It's also worth noting that the popularly known stuff like projeted light maps, detail, bump, reflection maps etc. require at least simple UV setup, and usually more (that's T&L overhead) Single pass won't make that cost any less.
Of course, although I'm hoping you aren't about to argue that a slideshow can enhance the experience over a smooth game with even half the detail.
also, i can't believe u're arguing the fact that ps2 uses multitexturing in most games where in other threads it's been taken as a "normal" thing....
Huh? I notice that *outright* (LOTR:TT does that) but most PS2 games, from what I've seen, run in 24bit color. There's very few of them that run at 16 bit + dithering.Most higher profile game son PS2 run in 16 bit color while using the dither matrix hardware, I bet nobody even notices that as well.
Well, I guess Criterion developers would strongly disagree, as they not only got the specular maps running in their Burnout 2, but they also made the specular bloom effect, where the maps 'bleed' out of the highly lit area. SH3 also uses multitexturing in a way where an animated texture is applied over the base texture, etc. GT3 clearly uses specualar highlites on the road surface (no trick with gouraud could achieve that) and also has that reflection mapping on it's night tracks (I forgot the actual name for that type of mapping) (so it's base+'masked reflection'+specular just on the track)As far as I know PS2 games don't use specularity maps. They use a base texture, then change the type of shading used on the object (blinn, gouraud, etc) to simulate a gloss or a difference in specularity
Qroach said:So you're taking some (as in a small number) exampes of games on PS2 out of it's incredibly HUGE library and saying that MOST PS2 games use multi-texturing? I still think what I mentioned stands. MOST PS2 games do NOT use Multi texturing.
Qroach said:As I said once, I'll say it again. 30 fps ina racer ( as long as it's stable ) is acceptable on a console running on a TV. As I've said the average consumer won't notice the differece if the framerate is stable.
Qroach said:So you'r etaking some exampes of game on PS2 out of it's incredibly HUGE library and saying that MOST ps2 games use multi texturing? I still think what I mentioned stands. MOSt PS2 games do not use Multi texturing.
I don't think *most* PS2 games use it, but most good looking ones do.
wazoo said:Fact is, he is talking about "MOST" ps2 games, which means, take the 400 ps2 games, keep the 201 worst games (usually ranking 5 and below at IGN) and most likely he is right.
I think the point was to justify the "extra details" being made in substitude of framerate and he wanted to show that on PS2,
I still stand firm on my initial argument that there should be no substitude for framerate, especially in genres such as racing, platformers etc.
Gamasutra said:One texture per polygon just isn't enough any more. The PS2 has fillrate to spare, and the dual context rendering architecture can draw two copies of every triangle for little more cost than one, so you are wasting the hardware if you have only a single texture stretched over your geometry.
That was my quote, not London Boy's. That's what I said at the beginning: 'Most good looking/high profile games' I never claimed 'most games overall' use it, as I have no means of checking it.So after that arguing you see the point I'm making
Obviously, you can do more visuals at 30FPS, but for fast moving games (*especially* racers) 60FPS should be a norm IMO, especially considering that we can get very nice looking games at 60FPS on today's consoles (and each console has couple of such titles to prove it!)Hw about less gemoetry, used, smaller textures, less textures used, using less graphically demanding effects like NOT attempting to use dot 3 bump mapping on PS2, or normal mapping, or in general multi texturing.
Qroach said:Actually that wasn't the point I wanted to make at all, but sure I'll go along. Hw about less gemoetry, used, smaller textures, less textures used, using less graphically demanding effects like NOT attempting to use dot 3 bump mapping on PS2, or normal mapping, or in general multi texturing.
london-boy said:Halo, the best game on the console runs at an UNSTABLE 30fps. Halo2 will run at 30fps. and if u say the difference in precision is negligible then i feel sorry for you. especially in a FPS like Halo where 60fps is a must.