Lazy8s said:There's no myth. The console with the most competitive development environment gets dug into most deeply.
More often, publishers focus their ambitious projects for that console, backing it with larger budgets, more staff, and more resources overall. Games are often conceptualized and tuned more aptly for the machine. Developers' "A Team" staff are put on the job. A larger general sampling of developers, which in turn, means a larger number of talented developers, continue to raise the technical bar at a faster pace for what can be done with the machine, benefitting the competitiveness of the whole community.
And just because a console like the PS2 has a higher learning curve for getting acceptable performance doesn't mean the other consoles lack its depth to explore for optimizing performance.
Exactly my point Lazy8s, this is no secret that many of the Cube's technical capabilities remain largely untapped
notAFanB said:Exactly my point Lazy8s, this is no secret that many of the Cube's technical capabilities remain largely untapped
and what are these abilities exactly. I am asking because out of the 3 machines the GC has been widely regarded as the omst opitmal in resource usage.
what exactly do you expect (ignoring art asset for a moment here) the GChas up it's sleeve.
I personnelly think it's would be it's multitexturing features still have room for further exploitation but what else?
thoughts anyone?
Li Mu Bai said:Well multitexturing is a HUGE asset not taken advantage of, 8 textures in a single pass? (while 4 is the norm) More DOT3 implementation, pixel shading, fully exploit the 16 stages of the TEV pipeline basically. ERB already stated some combinations the TEV could perform that the NV2A couldn't, & vice versa. Lighting (per-pixel) as well, I mean that's plenty when applied in a gaming environment. RS3 has the best lighting effects for the Cube currently, Endor & Bespin were
london-boy said:Li Mu Bai said:Well multitexturing is a HUGE asset not taken advantage of, 8 textures in a single pass? (while 4 is the norm) More DOT3 implementation, pixel shading, fully exploit the 16 stages of the TEV pipeline basically. ERB already stated some combinations the TEV could perform that the NV2A couldn't, & vice versa. Lighting (per-pixel) as well, I mean that's plenty when applied in a gaming environment. RS3 has the best lighting effects for the Cube currently, Endor & Bespin were
maybe because, just like Xbox, all those effects DO have an effect on performance after all...?
and by the way, people talk about this as if EVERY PS2 or Xbox games take advantage of ALL their strengths, while i could count on ONE hand the truly stunning games on PS2 (the ones that really push it). same for the Xbox and the GC.
i just don't see how things really differ from platforms to platform, and i don't see the point of making GC the "victim" of Nintendo's own faults (namely, so-called Nintendosity which among other things includes poor marketing, appalling 3rd party networking etc).
there are very few games on EACH platform that take full advantage with "what's there". i don't see the point of this GC-centered victimism, when there are a few games that would make any GC owner proud (i'm waiting until i have enough funds to buy one infact, together with some of the best games this generation, for anyone who might think i'm biased)...
It doesn't 'quite' work that way since what you listed are mutually inclusive.Of course every effect exacts a cost, but you miss the point lb. Don't apply bumpmapping? Fine, heavily utilize the pixel shader. Don't use either? Fine, at least apply 8 textures per pass.
Fafalada said:It doesn't 'quite' work that way since what you listed are mutually inclusive.Of course every effect exacts a cost, but you miss the point lb. Don't apply bumpmapping? Fine, heavily utilize the pixel shader. Don't use either? Fine, at least apply 8 textures per pass.
things.
BM is a subset of pixel shading in this case(DOT3 is just one of the available PS instructions). And PS is further a subset (or equivalent, depending on how you define it) of TEV/multitexturing unit (every PS instruction takes at least one texture stage, and textures are the data arrays they operate on).
Although, I do also think that GC hasn't received as much focus or tech showcase in software development as other two consoles, which is a shame since it's quite a nice piece of kit.
Li Mu Bai said:Per object self-shadowing & tinting are basically automatics, (easily realized technically) so why aren't more devs. utilizing these techniques?
[maven said:]Li Mu Bai said:Per object self-shadowing & tinting are basically automatics, (easily realized technically) so why aren't more devs. utilizing these techniques?
If that were free, I'd like to know about it, too...
Teasy said:Look at Splinter Cell, the GC version of that ended up only slightly better looking then the PS2 version and a lot worse looking then the XBox version. When surely it should have looked closer to the XBox version then the PS2 version given some real effort.
I mean I'm not trying to bad mouth the PS2 at all. With enough effort developers can get some fantastic looking games out of it, and because of this effort its really holding its own in overall. But I think most people agree that GC is generally closer, in graphical power, to XBox then it is to PS2.
I do see what your saying though. XBox, GC and PS2 all have there 1st/2nd party devs, and a few third parties, that really go all out to make their games as great looking as possible. But I just think XBox and PS2 have more devs that put in at least a really good amount of effort then GC has. I mean I don't think the difference in developer effort is huge (especially not from GC to XBox) but the difference is there IMO.
Teasy said:I mean I'm not trying to bad mouth the PS2 at all. With enough effort developers can get some fantastic looking games out of it, and because of this effort its really holding its own in overall. But I think most people agree that GC is generally closer, in graphical power, to XBox then it is to PS2. So why does it often look like GC is closer to PS2 then XBox in a lot of multi-platform games?
Teasy said:Well its my opinion that PS2, overall, is the weakest of the three. That's not to say that its weaker in all departments, its not. But I think it is weaker overall and I think just about everyone would agree with that. I don't think that would change if more devs tried as hard as Konami and Sony either. Infact I think PS2 is as close, graphically, to GC and XBox today because of so much effort from devs. The console is almost 2 years older then the other two, its not really suprising that its the weakest of the three.
Teasy said:Well its my opinion that PS2, overall, is the weakest of the three. That's not to say that its weaker in all departments, its not. But I think it is weaker overall and I think just about everyone would agree with that. I don't think that would change if more devs tried as hard as Konami and Sony either. Infact I think PS2 is as close, graphically, to GC and XBox today because of so much effort from devs. The console is almost 2 years older then the other two, its not really suprising that its the weakest of the three.