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That is true, but that is true also for PS4 generation. And PS3 was much more powerful to PS2 than PS4 to PS3. Maube because of that PS4 graphics is better than PS3's but not so much better that PS3 graphics compared to PS2's. And PS2 level of graphics to PS1 was a super huge jump.
Can you name some, please.
Does it was with better graphics than Virtua Fighter 4?
When people say this, I always cringe a little.
Graphics technology in general made a huge jump between PS1 and PS2. And also between PS2 and PS3 (but already a bit smaller than the last jump, in my eyes). So of course those platforms would reflect that change in technology. After those big jumps, diminishing returns start to come into play until we will get to one day some time in the future, where there will be very little difference in graphics between different platforms.
I still think that some of the games I've played on PS4 represent a huge jump from PS3, in IQ and general graphics fidelity, however it's clear that we're in diminishing returns territory.
It's a bit like, for example, comparing games to Pixar movies: in the PS1 days, that was the impossible dream. On PS2, pretty much the same. On PS3 we started to see a bit of light at the end of the tunnel, and on PS4 we just got Ratchet and Clank which is getting very close to the look and feel of an animated movie, at least in some aspects.
When one day we will actually play something that looks like a Pixar movie, and that jump will look relatively small, since PS4 has already gotten so close - at a first glance at least, it really all depends on the material.
This seemingly 'smaller jump' will not be a reflection of how powerful the PS4 is compared to a supposedly 'weak' next gen platform. It will simply be because of diminishing returns. And so manufacturers will try to keep hanging on by adding features like 4K, higher framerates, higher this, higher that, in order to justify the cost of upgrading to a new platform and see any sort of 'jump'.
I think part of the issue with trying to imitate a CG movie is gonna be IQ. If we want to do Toy Story 1 levels of graphics, we got like two more gens before we can approximate the IQ as well as the graphical fidelity.
PS3 showed great graphics in Uncharted after a year from PS3's release.Please let's wait for the end of the generation before we can objectively compare each generational jump.
That's right, some games. But all this is offtop.I still think that some of the games I've played on PS4 represent a huge jump from PS3
I compleetely understand you. I some years PS4 will show it's true power. But I mean that on PS2 you saw great improvements over PS1 after a year after PS2 released. Same for PS3, but less greatnes.I wouldn't talk PS4/Xbone because it's way too early.
Thank you! I'll check those games!Kidou Senshi Gundam The One Year War by the merger of Namco Bandai produced a game that had some advanced features for that type of game...during the space mission Sparkling Space some bloom like effects are displayed...I could be wrong but this is from playing with SVHS cables on a CRT TV... Ultraman Fighting Evolution Rebirth (the last two games) had some amazing looking lighting effects during special attacks. And there's others I can't recall right now but many were made specifically for the PS2 hardware and despite being related to an "anime franchise" which displeases gamers used to general audience videogames...games like the Sega-AM2 SDF Macross (which was made on System 246 aka Arcade version PS2 board.
Inteesting. I'll check them too.There was at least four versions of Virtua Fighter on PlayStation 2.
That's true. But yesterday after I saw Ratchet & Clank on PS4 I start to think that only on PS4 you can see almost animated movie graphics quality!When I bought my PS3 in 2007 I rented Ratchet and Clank having never bothered with those games...I was aware of the devs modestly stating that they weren't even close to Pixar CGi but playing back then I felt it was an impressive compromise which resulted in making the purchase and not returning the PS3 (was waiting for stable Xbox)
Same with all consoles!I'll say if all PS2 launch games were reprogrammed using the last years cycle dev tools then those games would have been much more impressive.
Same with PS3 launch games...
I compleetely understand you. I some years PS4 will show it's true power. But I mean that on PS2 you saw great improvements over PS1 after a year after PS2 released. Same for PS3, but less greatnes.On PS4 situation not good, console is two and a half years old, and I only yesterday saw first real next gen game, Ratchet & Clank. That was great, realy realy great! Amazing graphics!
Interesting. But it's known that 16 pixel pipelines is 2,4 Gpixel/s, and 8 pixel pipelines with texturing 1,2 Gpixel/s, but if other 8 work without texturing, isn' there should be all 2,4 Gpixel/s?Memory fails me but I think that was one of the reasons the PS2 could push so much geometry and particles, relatively speaking. 8 pipes for textured polygons and the other 8 were free for all sorts of untextured geometry/particles and it did that very fast for the time.
The remaining 8 are not unused; they are used when drawing untextured polygons. The GS in PS2 seems to be an evolution/massive extension of the graphics hardware in the original Playstation in a way, which could do 2 untextured pixels/clock or 1 textured, IIRC. There might even be some degree of register compatibility between the two, seeing as PS2 ran PS games, and even used original PS CPU as I/O processor in pre-slim PS2 editions...So does it mean that another 8 always are unused? If yes why GS needs 16 pixel pipelines if only 8 of them are usable?
WOW. Great explanation! Thank you! Can you please give me some examples of untextured stuff. What it is exactly. Because I just don't understand. In games I see environments, character, enemies etc. But all that is textured. What is untextured?The remaining 8 are not unused; they are used when drawing untextured polygons. The GS in PS2 seems to be an evolution/massive extension of the graphics hardware in the original Playstation in a way, which could do 2 untextured pixels/clock or 1 textured, IIRC. There might even be some degree of register compatibility between the two, seeing as PS2 ran PS games, and even used original PS CPU as I/O processor in pre-slim PS2 editions...
Great!I was right? Wow. I can't even remember what I did last night.
I don't know exactly. Maybe someone else can tell, but if you can, please send me copy o my email.I own the PS2 tech documents from Sony (they came on my Linux PS2); copyrighted 2000; am I allowed to share these?
PS2 just draws pixel, one texture per pass, and blends them with previous pixels via a simple ALU operation. If using a texture you'd be limited to the 8 texture capable pipes.What kind of blocks in PS2 do effects like specular mapping, bump mapping, glow mapping, cube mapping etc. ? Is it 16 pixel pipelines? Or they just do rasterization and 8 of them do also texturing?
But that operation done on pixel pipelines?PS2 just draws pixel, one texture per pass, and blends them with previous pixels via a simple ALU operation. If using a texture you'd be limited to the 8 texture capable pipes.
Thanks, I'll read it! And yes, Champions Reurn to Arms is great. I play it now and just cant belive that this is PS2 and 60fps. Absolutely amazing polygon count, textures, bump mapping, specular mapping, 3D water, particles!Found an interesting tech discussion on PS2 fillrate here:
https://forum.beyond3d.com/threads/ps2-vs-ps3-vs-ps4-fillrate.55200/page-2
IIRC, Spyro the Dragon (PS1) was one of the first games to do a good use of untextured polygons, in order to achieve better draw distances.WOW. Great explanation! Thank you! Can you please give me some examples of untextured stuff. What it is exactly. Because I just don't understand. In games I see environments, character, enemies etc. But all that is textured. What is untextured?