To help you save bandwidth I've crushed the VQ image too (without the black border):
laz-vq2bpp.png 174kB.
I'm too kind
laz-vq2bpp.png 174kB.
I'm too kind
marconelly! said:Are you implying there aren't nicely textured games on PS2? That's just ridiculous...I mean, theoretically PS2 can do nice things, but realworld....unlesss we start to see something nice....
Squeak said:marconelly! said:Are you implying there aren't nicely textured games on PS2? That's just ridiculous...I mean, theoretically PS2 can do nice things, but realworld....unlesss we start to see something nice....
You have to admit though that they are few and far between.
But even in those few games there are buts. Jak and Daxter for example have some pretty detailed textures when you get close to them but from far away they are just look cleverly tiled. You never see any large patterns done with textures.
Squeak said:It’s not tiling as such I’m criticising, it’s the fact that they aren’t coupled with “macro-textures” (reverse of detail-textures). An old but good example of this is the paintings on the walls in Clocktown village in Majoras Mask.
I dont know but....the CLUT jpeg looks really depressing.
It's pretty obvious from those images that 4bpp-CLUT just doesn't cut it for high-color textures, even when compared to 2bpp-VQ.
Of course, for a super-colorful picture like this, you would use 8bit clut and not 4 bit, to begin with.Well, I was just trying to show the differences between 4bit CLUT and the alternatives
Don't forget that PS2 has 2x more memory than Dreamcast, so using 8bit clut in cases like this (which are super-rare btw, because when do you need a *texture* that looks like this picture?) is acceptable if you want to compare textures to Dreamcast. After all, proof is in the pudding - best textured games on DC are certainly no better textured than best textured games on PS2, like BGDA, J&D, Rygar, SH2 or SH3. Not to mention that some of the PS2 titles mentioned have multitexturing in abundance which is all but absent from any DC game.It's pretty obvious from those images that 4bpp-CLUT just doesn't cut it for high-color textures, even when compared to 2bpp-VQ.
Ecco, Shenmue, SA2 are exactly the games I had in mind when I was making my previous post. They might be on par with those PS2 games I mentioned in texture resolution but have almost none of the multitexturing effects found there (Rygar and BGDA basically have scenes where animated 2, 3x multitexturing runs over almost every polygon on the scene, and both run at perfect 60FPS) Silent Hill 2 has visibly more quality textures than Shenmue (both 30FPS games), although it obviousy has an advantage of running mostly in closed quarters (But still, textures in closed Quarters in Shenmue look worse, not to mention the realtime shadowing effects in SH2 that are also texture based)I still think that all of those games are limited texture-wise compared to games like Ecco, Shenmue, MSR, and Sonic Adventure 2 - all of which have multi-texturing.
Simon F said:I'm a bit surprised by your comments:
- You seem to imply that I have chosen images that would not be used in a game - I'm therefore bewildered as to what you think the "Unreal texture" is. Furthermore, I tend to collect textures/images sent to me from developers and I feel that my choice of images is fairly representative. (well with the exception of the last example which is deliberately chosen to show problems with all the methods!)
[*]As for textures with many colours - they do occur in games. As I said, I have a corpus of textures from various sources. Are you sure you're not looking at examples that are targeted specifically at systems which only have, say a CLUT system, thus forcing developers to restrict their art work? (BTW have you seen the colour ranges of Normal Maps!!)
Actually, I found your last statement a bit ironic given someone else wrote "And don't dig up those old 4- and 8-bit pieces of art - they had VERY limited colour ranges". It just shows that some people clearly see such 'near monochromatic' textures as somewhat bland. <shrug
Where is the bottleneck in this pipeline? Is main memory really the issue for streaming texture data or is the EE-GS bandwidth still the restriction?
Squeak said:I just think that on average (and that is what counts, right?) most textures in a frame from a modern videogame could easily be described with 16 colours. So the average bit count per texel in the frame would be somewhere around 6 or 7 bits if you only using CLUT textures for compression.
In the real world (what most games are trying to look like), multicoloured surfaces are also much less frequent than monochrome ones.
It's been said before and I'll say it again.
the 1.2GB/s bus to the GS is a red-herring, when it comes to performance bottlenecks on PS2.
In most PS2 games the bus is very underutilised, because they bottlenecked elsewhere.
Teasy said:It's been said before and I'll say it again.
the 1.2GB/s bus to the GS is a red-herring, when it comes to performance bottlenecks on PS2.
Overall performance yeah, but I was talking about texturing performance.
BTW I thought the bus to the GS was 1gb/s not 1.2gb/s?
In most PS2 games the bus is very underutilised, because they bottlenecked elsewhere.
Yeah but in most PS2 games the texturing is quite average to poor, so of course that bus would be underutilised in those sorts of games.
You mean trilinear / anisotropic, etc kind of texture filtering? How difficult is it to achieve trilinear filtering?and the difficulty involved in implementing decent filtering.