RE 4 Impressions..?..

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According to a japanese publication (CG World), the Capcom team working on the PS2 version of RE4 are facing a very difficult time porting the game to Sony's console.

Here are some few points they mentioned in the article:

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1). The original team headed by Shinji Mikami was able to incorporate 24-bit textures into the GameCube edition of RE4.

However the team working on the port of RE4 will have to incorporate downsampled 4- and 8-bit textures into the PS2 version, whose texture memory capacity is far smaller than that of the Nintendo console.

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2). The polygon count used for the main protagonist (Leon) will have to drop down from 10.000 seen in the GC version, to half that amount in order to perform well on the PS2 version.

The magazine mentions that Leon has almost 3 times the amount of polygons than the Solid Snake character featured in Metal Gear Solid 3 for the PS2. Snake is made up of only 4000 polygons.

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3). Due to the PS2's huge Direct Memory Access bandwidth, the team working on the RE4 version will be able to provide an exceptionally high number of textures into the game.

However, adding such textures to the polygons will slow down the frame rate of the game, even more so than it occasionally happens in the GC version. This due to the PS2's limited texture memory capacity.

The PS2 version will have dramatic frame-rate problems if they try to include all the texture layers and polygonal lighting featured in the GC version. Some major adjustments will have to be made.

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4). The GC graphics engine can produce 50 percent more polygons to all the characters than the PS2. The PS2's graphics engine can draw 10 million triangles per second, but after adding gameplay, collision, logic, sound, and so forth, the PS2 edition of RE4 ultimately will move around 30,000 to 50,000 triangles per frame, at an average rate of 30 frames per second.

The GameCube also has a faster CPU that can boost the frame rate to 60 frames per second (twice that of the PS2), and utilizes its texture compression ability to deliver high-resolution textures with improved color variance.

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http://boards.ign.com/message.asp?t...scribersendto=1
 
I've noticed gamecube games are generally blotchy using the interlaced output, but not using progressive scan output. For instance, all those blotches in prime and rogue leader(yes it had them) weren't there in progressive scan, I wonder why.
interesting, does RE4 support progressive scan (there's no mention on the back of my case)?

GCN games can be in 16-bit color or 24-bit color. Some functions can only be done when using 16-bit color like AA IIRC. ERP knows the answer to these GCN hardware limitations.
well, judging by the jaggies i've seen in game i'm quite sure the game isn't using any AA. maybe it's all of those TEV effects forcing the game to run in16bit.
 
see colon said:
I've noticed gamecube games are generally blotchy using the interlaced output, but not using progressive scan output. For instance, all those blotches in prime and rogue leader(yes it had them) weren't there in progressive scan, I wonder why.
interesting, does RE4 support progressive scan (there's no mention on the back of my case)?

GCN games can be in 16-bit color or 24-bit color. Some functions can only be done when using 16-bit color like AA IIRC. ERP knows the answer to these GCN hardware limitations.
well, judging by the jaggies i've seen in game i'm quite sure the game isn't using any AA. maybe it's all of those TEV effects forcing the game to run in16bit.

RE4 does support progressive scan, most games that do don't mention it on the box.(but they do in the manual) RE4 is actually the only one of the resident evils to support it too.
Every nintendo 1st party game except wario ware supports it(but the gameboy player does support it), and about 1/3 of all 3rd party games.
 
There's only one part in RE4 where the framerate drops below 30. It's when you're standing outside that stage with the many wooden bridges in the rocky surroundings. It only happens when you're outside the gate in the area where you first meet the arms dealer. After you enter the gate, the framerate goes back to normal.
 
i've noticed some stutters when blowing the heads off about 6 enemies at the same time, and iirc a bit lower overall framerate on the lava stage in parts. nothing serious or show stopping, but it's there.
 
Well so much for the lingering doubts anyone fostered about a concurrent PS2/GC RE4 development cycle. Studio 4 did in fact push the GC's architectural strengths, it wasn't all simply "art assets." RE4's framerate is basically an extremely stable 30fps, anyone stating the contrary is apparently a high-end PC gamer, or nitpicking. Halo, Halo 2, Fable, KOTOR, Ninja Gaiden, Splinter Cell:pT, MGS3, SOL, Jak 3, GTA:SA, RS3, RE4, TWW, MP, etc. all have some slowdown in various environments & some gameplay situations. There is no such thing as a completely "locked" 30-60fps. Especially in games technically pushing their respective platforms, the only truth is how consistently these games can maintain this refresh rate. You can even create slowdown, this is esp. true in games like Halo/Halo 2 when manipulating the vehicles for instance.
 
It's almost completely locked on some games.

Certainly not Metroid Prime 2, though. I've been playing it, there's some slight slowdown. Nothing huge, but it's there.
 
As an avid MMORPG player, slowdowns tend to make me yawn unless they go under the 10FPS barrier for ten seconds or more. :p I haven't met the competent console game yet that slows down in any way I'd consider seriously impacting.
 
Blade said:
It's almost completely locked on some games.

Certainly not Metroid Prime 2, though. I've been playing it, there's some slight slowdown. Nothing huge, but it's there.

"Almost" does not equate=locked though Blade. Though some software does indeed come close. Btw, you're nitpicking regarding Echoes. ;)
 
Are there any pre-rendered sequences in RE4?

I know that it has been discussed earlier, but I got that impression during the QTE(quick time event) with Krauser(I don't know if this is a spoiler or not, but the footage of this loops if you let the game idle at the initial start up screen, and it has been in a previously released trailer).

The reason I got this impression is because of how the shadows from the enviroment fell over the characters, something that isn't present in the actual game. I also thought that the lighting/shading in general was better, more per-pixel like, less vertex like.
But I don't know, that's just the impression that I got and it was around 4am when I played it so I was a bit tired. I also seemed to notice something that looked like compression artifacts but that might just be the banding that everyone talks about, or it might just be the sleepy-ghosts playing tricks on my eyes. :D

But I'm really just talking about this sequence in particular as it stood out from the games other cinematics.

If it's realtime I'm impressed, it looks really good, if it's pre-rendered I'm impressed over how subtly they weaved it into the game.
 
It's realtime. The rolling demo is just a video capture of this realtime QTE. That's why it has compression artifacts compared to the realtime QTE. And yes I agree the Krauser QTE looks amazing. It kinda reminds me of that Zelda battle at TGS?
 
SIgh, thanks guys, rally do learn alot from you, but I will have a little faith that someone woudl come up with something. If it;s way crappy looking, forget it, wont buy it. WOudl love too though.
Peace
 
because it's horrid on the gamecube. playing re4 on the gc reminda me of watching a vcd it's so banded and splotchy. i've seen a few other games that were on ps2 and gc and while the gamecube version might look better in most respects, the colors are nicer on the ps2. iirc POP:SoT was one of those games, and maybe dr muto.

speaking of color accuracy, nintendo claims the gc can olny do 24bit, so that might account for the color banding.

I know what you are talking about.

But when you play the game using S-VIDEO or Progresive Scan most of the graphics faults are seriously minimized. A normal TV using composite makes the game look really ugly and not so special.

Also, im not saying you saw it in substandart TV, im talking about my expirience with the game.
 
Well the shadow thing is present in the game but in some select places.

For example the armor fight for the Kings glass and the Krauser room. But is not something like Splinter Cell or Silent Hill 3.
 
But when you play the game using S-VIDEO or Progresive Scan most of the graphics faults are seriously minimized. A normal TV using composite makes the game look really ugly and not so special.

Also, im not saying you saw it in substandart TV, im talking about my expirience with the game.
my tv is nothing i would consider "high end" by todays standards. it's a 25" Sharp (ntsc 4:3, not high def), and i'm using s-video. i've come to notice certain paterns with the current generations IRT color, where the ps2 and xbox have better overall accuracy most of the time, but the xbox looks very washed out unless i adjust the brigtness/contrast of my tv to compensate. the brightness/contrast setup for the ps2 and gc are pretty similar.

i don't want people to think i'm down on the gc, or resident evil 4. the game is great, one of the best single player games i've played in a long time. my only complaint was the removal of the first person mode. anyone who doesn't own a gamecube should pick one up anyway, they are only $60 used.

something i think people who play the ps2 version will miss out on is the excellent control system the game has with the gc controller. it's damn near perfect, with every button where i feel it should be.
 
I agree with the controller coment, the A button makes a great action button.

Make an effort to at least watch the game running on progresive scan, its really impresive. I saw it runing in pro scan in a 4:3 Panasonic Tau, it is another game that way.
 
A little OT but a developer here has said that the Xbox's color output is adjusted to NTSC standard or something like that.
 
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