AbbA said:chap said:Nice modelling but we are pass the stage of 1-2 high polygon 'demos'.Silent Hill 3
You do know that people have actually played Silent Hill 3, and it is all in-game?
AbbA said:chap said:Nice modelling but we are pass the stage of 1-2 high polygon 'demos'.Silent Hill 3
You do know that people have actually played Silent Hill 3, and it is all in-game?
The game is internally rendeing at 1280x480 and scales that down to 640x480i. Basically it has 2X FSAA from what I understand.PS: How the heck did they do 4x AA in baldur's gate anyway? Does it run in like 320*240 or something, or do they do it in multiple passes or something?
Grall said:(
Does this mean things like procedural texturing etc is problematic as well, or is it possible to (with some effort, I assume) program a framework to deal with this? Things like procedural texturing was stuff we expected when the PS2 was announced but since really hasn't taken off at all...
Phil:
No, I must have missed that stuff about the PA2. What's the address to your site please?
Sorry to hear Naughty's locking themselves into the cartoony platform genre, they've been doing that for like ten years now. I'd like to see them develop a serious Turrican-style shooter with all their technical expertise. That could bring a serious wow-factor to the visuals, as they have some damn smart coders over there.
Didn't know GT4 was so near release, nor even that one was in development but hey, I should have been able to figure that one out myself... Any game that does well usually spawns a sequel, hehe! Anyway, driving really isn't my style, but if it helps to further the state of the PS2 art then I'm all for it!
I don't think so. EA has it's own middleware, but TTT was made by Stormfront studios - guys that know their tricks when it comes to graphics (they also made Bloodwake for Xbox) I think they are making their own engines.Does anybody know if that Lord of the Ring Two Towers games is using the Renderware engine? It looks fabulous, like Renderware tweaked to the hilt!
chap said:Hey, doncha hate me. I was simply trying to point out that PS2 is coming together, but a little too late. Sometimes PS2 fanboi craCKs me up with their constant untapped powers talk.
-tkf- said:chap said:Hey, doncha hate me. I was simply trying to point out that PS2 is coming together, but a little too late. Sometimes PS2 fanboi craCKs me up with their constant untapped powers talk.
You are the cracker, the XBOX with it's "3 times the power" has steadily underperformed since it's launch, a could have been great PC-GAME turned in to a -30 FPS game with a best ever Console FPS control but shit compared to PC control. MGS2 now an OLD PS2 game performed and maybe even looked better than the XBOX port (including 3 times the POWAR).
You can't take away that the X-Box has some incredible looking games, it's just a shame that outside the US NOONE enjoys them in HDTV. Actually the casual gamer wouldn't know the difference between XBOX graphics and PS2 graphics, if he could he wouldn't choose the PS2 and MS wouldn't have to give away two games with every console.
So about the next gen games.. i can't wait....
chap said:Hey yeah, what is that rant for?
You do know of first generation games, ports, textures, FSAA, pixel effects, image quality, 720p, 1010i and multitexturing(probably some more i am forgetting ATM)?
You have interrupts and some other means of synchronization yeah. As I said, problem is different cases demand different handling. Not to mention DMA has a startup penalty which means too small transfers will be wasting a lot of time. Some methods may use CPU and VU0 synced together closely, rather then relying on DMA, but again this isn't always good (and code gets even more difficult to maintain).About managing data-flow for VU0, can it set up DMA transfers on its own, or at least can it interrupt the main processor to get the DMA:ing done?
Well sound is not my expertise, but I think it would be viable. But if DTS is cheaper, what would be the point?Since DTS seems to be so cheap, surely DD must be viable also? It can't be THAT much more expensive to do, that seems completely unreasonable...
If I recall right it's closer to 600mb/s. Either way, if you have free mem left there, it's usable.What is the bus speed between IOP and the DMAC anyway, isn't it something like 50MB/s?
Can't say that I remember exactly what you're referring to... but anyway, the big issue is that you need to write a fair bit of code before you have a system that can utilize IPU effectively. And the chip does have a speed limit so you can't just use it all over without any considerations. However... IMO at least, the returns are very worthwhile.Speaking of compression, you spoke in the past of using the MPEG2 processor to do texture (de)compression, with the exception there were some issues involved. What exactly is the problem here?
Grall said:Chap, tkf:
This kind of bickering is unwanted in my thread. Take your sillyness elsewhere! Start one of your own or whatever, just don't stay here.
*G*
marconelly! said:ZoE2 and SH3 look friggin amazing.