8. How much does the progressive mesh differ from the original PS2 R&C-engine in terms of scale?
Al Hastings, Chief Technical Officer: Our level-of-detail techniques are actually much simpler on PS3 than they were on PS2. We made the decision to steer away from doing heavy amounts of geometry processing on the SPUs, so instead we’ve focused on techniques that can be implemented directly on the graphics chip. There are a lot of trade-offs with this approach, but ultimately we like the fact that it gives us more flexibility in our engine and it frees up the SPUs for gameplay related processing.
Don't confuse disagreement with defensiveness. You've posted a thought, and people are disagreeing and saying why. That's the nature of discussion! It's not a moatter of defending a console, but discussing the ideas and trying to open people up to ideas that they may not have considered - both ways.Why are you people going defensive about this?
Thread's title completly off.They just say they don't use the Spu to do LOD.
I haven't played any RnC (or JnD ) games, but AFAIK by all accounts they remain constantly smooth. Perhaps your PS2 is having trouble reading the disk, and streaming textures is slow causing the slowdown?As long as they do something with the awful slowdowns that the R&C PS2 versions had.
I haven't played any RnC (or JnD ) games, but AFAIK by all accounts they remain constantly smooth. Perhaps your PS2 is having trouble reading the disk, and streaming textures is slow causing the slowdown?
It was obvious when I had the R&C series that the framerate fluctuated between 30 and 60fps. When there was more things drawn onscreen and/or fights then it dipped down well below 60fps and sometimes it was sub 30fps (I would estimate ~25fps).
The vector units, while they really made for some great looking games towards the end, really weren't vital to the machine in the same way that the SPUs in CELL are.
The VU's, certainly one of them (forget which) were the Vector units of the PS2. Without them, you got no graphics at all! That's like saying the vertex units of NV2a in the XBox aren't essential!The vector units, while they really made for some great looking games towards the end, really weren't vital to the machine in the same way that the SPUs in CELL are.
The VU's, certainly one of them (forget which) were the Vector units of the PS2. Without them, you got no graphics at all! That's like saying the vertex units of NV2a in the XBox aren't essential!
Well I remember reading that one of them (V1 I think it was referred to as) was barely used to begin with, but when it was there was a big jump in the visuals of games.The VU's, certainly one of them (forget which) were the Vector units of the PS2. Without them, you got no graphics at all! That's like saying the vertex units of NV2a in the XBox aren't essential!
Well I remember reading that one of them (V1 I think it was referred to as) was barely used to begin with, but when it was there was a big jump in the visuals of games.
I am not a programmer or "techie" though, so maybe I got my wires crossed.
I've played all of the Ratchet games and none of them had slowdowns. Same goes for Jak & Daxter. Sadly, Jak 2 and Jak 3 both had tearing quite visible at times. The latter being a bit better though. Still, from Naughty Dog, I would have expected absolutely flawless and constant 60 fps.
IGN REVIEW
Though diehard Ratchet and Clank fans will probably miss the puzzle and platform elements that made the earlier games a more complete experience (this one included), the shooting mayhem of Ratchet: Deadlocked is still a whole hell of a lot of fun. Insomniac's hilarious storytelling doesn't miss a beat even when presented in this year's more limited form either, and the awesome combat sequences are marred only by occasional (but very noticeable) battle slowdown and infrequent camera issues experienced during rail grinding.
Full Story http://ps2.ign.com/articles/661/661501p1.html
But Yes I have the older "Fat PS2",, and like I said it is very common for me when I played. Just wanted to post a link that Others indeed have brought up this issue.
IGN on Ratchet & Clank 1 said:The game boasts a 60 FPS world, without ever a hitch, and it runs smoothly and seamlessly.
IGN on Ratchet & Clank 2 said:And sometimes, the 60 FPS drops just a tiny little bit, but it's forgivable.
IGN on Ratchet & Clank 3 said:There's no slowdown, plenty of objects onscreen, and tons of special effects.