Against low resolutions maybe, not between two. I will grant you that on digital display with no overscan it'd be a more notable difference - but that's irellevant for the topic I think.As rough as last-gen game graphics are, a bump in definition makes a noticeable improvement for that gen comparatively.
Either way the difference is next to non existant short of seeing two same displays running 720 and 640 side by side. I am pretty sure even most people in my company have no idea we use 720 there.And two, I can't comment on PS2 FMV because I don't think I've ever seen any. I only play the system when someone else has it set up, and it's already into the gameplay sections by then.
Fafalada said:Uh...I'd never mistake those two resolutions modes - it's like night and day to me.
Our game (and afaik many, probably most other PS2 titles) runs FMV in 720x480 and frankly, I might as well never know about it if I didn't write the playback code and known about resolution of the movies.
And I seriously doubt most of you here realized this until just now either - about FMV in PS2 games in general (people that ripped PSS movies before don't apply).
I suppose one might be able to tell difference between 720 and 640 on close observation having them run side by side...
but...
night and day...?
Interesting. Like a parallel of this generation - Sony provides the programmability without the structure for uniformity, so there's not a set of consistent standards for all games in territories and for features akin to Dreamcast's/Xbox's progressive scan library.Historically the reason that Sega promised full screen PAL conversions actually had more to do with the limitations of the VDP1 chip than anything else... On the PS1 the frame buffer positions were fully programmable, so they were often packed as close to eachover as possible, with textures and CLUTs filling the rest of the vram. On the saturn VDP1 the 1MB was segmented, with 512k for textures and polylists, and 2 seperate 256k video buffers which were switched by hardware, and inaccessable for other uses. So Japanese games often wasted memory which was then available to increase the frame buffer sizes for PAL conversions. If games companies had spent the effort full frame PAL versions were technically possible for PS1 - but PAL was considered a smaller market, so quick ports were made.
My order for a VGA Box shipped even before I first got a Dreamcast system, so I've used it on a monitor almost exclusively since Day 1. From the short, begrudging stints of when I did try it on my TV, I played some Rez and vaguely recall not being too aware of screen size/resolution. Not unexpected considering Rez's picture is wireframes over black backgrounds many times. That doesn't create clear boundaries of where the picture ends against the screen area - dark space transitioning into itself. With other games I recall, I guess it felt pretty sharp for TV display (probably from the sharper-than-last-gen textures), but I believe, regarding borders, I mainly noticed that the borders on the top/bottom of the TV were at least minimized if not unnoticeable.When you play DC games on the TV how do the borders compared with the Saturn games
Yeah, VF2 had some high flicker, too, in its mode with its bright colors.The main difference between last bronx and VF2 for me is the extra solidity in Last bronx - In VF2 the ring seems to be completely disconnected from the scrolling background, whereas in last bronx everything is much more solid ( apart from the odd drop in framerate. )
Fox5 said:Than the picture on the right I assume.
Well, shouldn't surprise me too much as the picture on the right would probably run on a pentium 133 with 16 MB of ram, and many people consider VF2 one of the saturn's best looking games. Wish I could see a hi res saturn shot though. BTW, the PC and saturn versions seem to handle transparency the same, if you look at the checkered/transparent background behind the names, and in the ending of virtua fighter 2.(at least, I think that is how the saturn's transparency looked)