The Saturn's 704x576 VF2 hi-res mode is also used in Decathlete, one of the system's best looking games. Incomprehensibly, Decathlete actually looks superior to that Sydney 2000 Olympics game (by Infogrames maybe?) that came out on PS2 and DC. I didn't quite believe such a thing was possible until I re-hooked up my Saturn to compare them.
But even with all of the developers and all of those years they spent trying to reach the ceiling of performance for the 32/64-bit machines (and seemingly leveling-off in the last couple of software gens on PSone), Saturn Shenmue forces us to redefine those perceived limits.
Crazyace said:Tagrineth:
The method that Saturn uses to distort sprites is only really good at generating 'bow tie' shapes - not general curves ( You would find it impossible to generate a spherical shape.. ) Maybe you are getting confused with the NV1 - A PC based graphics card that generated quadratic surfaces, which had saturn compatible joystick pads...
Saturn poly's have problems clipping as well, with front plane clipping looking worse than PS1 in many games , and if you think the texture mapping is perspective correct you are spending too much time looking at emulators.. For a good comparision look at Burning Rangers or Last Bronx against Spyro or Tekken 3....
Full res dropped the bit depth of polygons to 8bits - so things like gourard shading disappeared - not useful for 3D if you want lighting...
PS1 could generate a full res screen pretty easily - but most games didn't generate full overscanned displays as there was no need - ( Also a lot of games converted from NTSC to PAL had borders - a problem found on many consoles... ) There wasn't much difference between 640x480 NTSC or 704x576 NTSC if most of the extra info would be lost in the border areas...
A Saturn with enough memory will produce good ( almost perfect ) versions of older titles such as SF3 etc - but I think it would choke on something like guilty gear X - However a PS1 , with ENOUGH MEMORY to hold the animation frames, would be able to render the visuals...
The most impressive example i can think of is the Ridge Racer High Spec demo bundled with RRT4, which was the original RR in high res, running at 60fps.How is PS1's performance in 640x480? The only time I can think of seeing it, ever, is in FF8... and that's only for the startup credits.
Crazyace said:The Saturn shows incredibly bad distortion of front plane polys ( one's hitting the camera ). As the VDP draws polys as distorted sprites there is no easy way to move the texture coordinates in.. For 2D this isn't a problem as the 2d scissoring will kill the pixels, but for 3D clipping becomes more important.. ( Driving games suffer very badly from this.. )
The drop to 8bits for high res really hits the 3D fighters, where the engine choice became unlit ( straight textured models ) in highres, or lit gourard shaded models in lowres ( VF2 / FV )
PS1 was quite nice because the increase in horizontal resolution didn't often affect the rendering speed - There were many games that actually used an 'inbetween' resolution of 512 by 240/256 ( such as the F1 games ) and as long as the game could run at 50/60Hz the step from 640x240/256 to 640x480/512 was free..
The reason Saturn would choke on GGX is that the sprites are >256 colour 640x480 VGA res... and the hardware wouldn't handle it.. The PS1 would have difficulty ( and the lack of memory would make a real version really impractical... )
Crazyace said:If there had been more transform power then the front plane problem could have been fixed by subdividing the polys extensively... There's also a very strange consequence of the way that polys are drawn on Saturn (and 3D0 ) that means that smaller polys are actually way slower to draw than big polys.
VF2 was good models, but the background sucked big time - ( even at the time ) It helped that the arcade version didn't have any lighting either...
At the launch I was far more impressed to Toshinden graphically - especially the final stage inside a giant transparent torus..
It's not that PS1 has infinite fill rate - but the poly setup is pipelined with the rasterisation, so there is a lower bound where the time taken to rasterise is constant, rather than dependant on the pixel area. Also in interlaced mode the hardware would automatically draw only the odd or even lines...
Well, with minor changes ( dropping characters to 4 bit, and res to 320x240 ) it should be possible - but that would lose some of the graphical charm - ( almost back to the SNES streetfighter conversions.. )
The textures are putrid in the conversion. I believe Psygnosis was the developer SEGA outsourced it to. They got the gameplay spot on, though, so it was still fun to play.it's a shame just how bad the version of HOTD was....
I never got the impression of a limited color palette from any of the super-res games; I guess I have the artists to thank for that. In fact, the games pulled it off so gracefully I would never have known was I not informed during a discussion with the Saturn programmer of the Ten Pin Alley conversion.The drop to 8bits for high res really hits the 3D fighters, where the engine choice became unlit ( straight textured models ) in highres,
And by lowres, that's the equivalent of PlayStation's high-res here! It would be more apt to term Saturn's 704x576 as something like super-res and its 640x480 as high-res to make it directly comparable to PS terms.or lit gourard shaded models in lowres ( VF2 / FV )
How is PS1's performance in 640x480?
I don't like that look as much because it comes across as softer and blurrier by comparison. That's not to say I don't find gourard shaded beauties like PS DOA and Tobal 2 appealing - they have nice smoothness and gentle contrasts which I like.DOA in particular was improved a lot for PS1... and many people didn't like it as the look was 'different' from the model 2 arcade
I'd never mistake those two resolutions modes - it's like night and day to me. So, the difference definitely shows up on my TV. The few Saturn games that do use the super-res mode are just striking in their crystal clarity.I class 704x576 as very similar to the 640x480 - the horizontal change isn't much, and the vertical increase is just overscan
Am i being ignored here? Try Ehrgeiz and Tobal 2!
I remember when everyone was waiting for Fighters MEGAMiX, and SEGA had assured us the game was coming in "high-res" (hey, it was a big deal to some of us fanatics!) And then I remember the MEGA backlash when we played it and found out "high-res" didn't quite mean VF2 res... everyone was very disappointed despite the added lighting, color, and geometry complexity.
I'd guess 640x480. Team Ninja knew the PS couldn't replicate the Saturn version, so they went for a look that played to the PS's strengths. It still made for a good looking game but was disappointing to many - the super-res look was so favored by the gaming press that they frequently listed it as a positively distinguishing hallmark of Virtua Fighter 2's graphics. Which certainly wouldn't make the visual difference out as something which could be downplayed as being "very similar".What resolution is DOA1 PSX running at?
I believe so, but FMM is massively upgraded by comparison (the next-gen FV engine, probably). The colored lighting is there, but stronger - like when you fight in that disco stage and the characters are continuously lit with varying colors. The picture is less glitchy, too, where the breakable walls won't flash in and out like before. Geometry levels are increased by a lot, the game is a lot more colorful (not as brownish/redish looking as FV), and there are actually great texture maps all over the place this time. Actually, I'd have to say the game looks much sharper overall, too, so maybe it isn't running at a similar resolution to FV (still not VF2 res, though). It might just be the other upgrades playing tricks on me, though.FMM uses something similar to FV isn't ?
I never noticed or suspected that was going on. Very interesting... do you know what limitation might have been the cause for them to have to change it?Regardless, you can't fall face down, in that game. I think it was, Janet from VCOP2 where she had VF3 Aoi moveset, in one of the throw, where Aoi step on the opponent's bottom, Janet would do it from the front since characters can't fall face down.
I never noticed or suspected that was going on. Very interesting... do you know what limitation might have been the cause for them to have to change it?