london-boy wrote:
You're delusional. Sorry that's all anyone can say after that.
As the topic poster mentioned, the GS is 1998 technology, therefore comparable to graphic chips released in that year as far as capabilities and the fact that the GS cannot be compared to 1999 PC-GPUs because those chips introduced things like hardware transform & lighting (S3 and Nvidia), enviroment mapped bump mapping (Matrox G400), texture compression (S3), etc.
They work differently, i thought this argument was closed 3 years ago. You can only store 8MB of textures on DC, while on PS2, once u've finished with your game code, you have the rest of those 32MB to store textures.
Duh, Sony started shifting to streaming games of the media as opposed to just loading a level into memory since the PSX days, the only reason that became a standard for the console industry is because Sony was the name brand sales/marketing leader, NOT technological leader.
So what are you, a believer in that PS2 is so powerfull because you claim that the video ram argument was closed 3 years ago? you are wrong and I am part of the few who will say it.
Like I said, Sony's PS2 is NOT a technologically superior product compared to SEGA's Dreamcast, they are almost on similar power levels with the PS2 only being able to push more polygons.
All the 3d effects on PS2 are handled in software, if AM2 could take a 4MB cart and make a prototype Shenmue (however much you may hate that game) run on SEGA Saturn (1994 tech) using their own custom assembly level SDKs and their obvious experience then its pretty damn obvious that even the worst developer in the world, with plenty of experience using Sony's custom assembly level SDKs will be able to put out amazing 3d effects on either PSX or PS2.
Maybe you never knew that SEGA Genesis was not able to do the SNES "mode 7" effect, but a couple of years after the SNES was released there were Genesis games doing the same tricks like the infamous "mode 7" thanks to developer experience in using assembly level tools.
The GS of today is exactly the same speed as it was in 1999. The die shrink was for costs reasons, heat dissipation and power requirements. It is also the reason why we now have a much smaller PS2 than it was at launch. No speed gains.
Gee I wonder why the PS2 had to have heat sinks and a big huge fan suck all the hot air out of the console. (sarcasm)
First of all it was 1998, second we can assume that although the die shrink provided all the heat dissipation and lower voltage requirements that Sony desired to make sure that the GPU would be as fast as it could complement the EE CPU, again its worth mentioning that the GS is not a GPU like the Nvidia Nv10 and ATI R100 were with their on core geometry processors and therefore such a graphics chip required a fast CPU just like the Matrox G200, G400, Nvidia Riva TNT and even 3DFX Voodoo 2/3 to reach a higher performance.
That also explains how A.I. has not evolved much on PS2 because the EE is all tied up.
What does that have to do with the main subject?
It has to do with the "subject" because if you lived back in 1998 and 1999 prior to the 2000 release of the PS2 you would have been bombarded with all the hype Sony was spitting about how Square would be able to display games pushing 80 million polygons, you would have read interviews of EA and Sony dev teams dismissing the DC as a "failiure" months prior to the 9-9-99 DC launch, all creating a mindshare atmosphere controlled by Sony marketing evangelists.
Basically, having those "evangelists" and the suckers that believed it allows companies like Sony to release 1998 technology in the year 2000 and not get critisized or punished for it.
Or, Developers wanted the manufacturers to let them get closer to the metal after PS1, and Sony did just that. Obviously they didn't handle it the best way they could, but that's another matter.
I think my paragraph made more sense but...
Polyphony Digital in 96 (or was that 97) was already getting closer to the "PS1 metal" with both Gran Tourismo (and later GT2) and thats years before the Dreamcast and using BTW the same software based streaming of videogame levels on PSX hardware years before they would again use it on PS2, nothing new there.
Its obvious that Sony realized it was better to have every developer using "closer to the metal" assembly level tools so that way a dev could devote all their resources on one platform making a port become a financial risk unless the game was using general C++ level SDKs. That ensure all or the majority of games being made on a "hit console" even though the technological hardware being used is the equivalent of 1998 technology.
Meh... sounds to me like someone still has a chip on their shoulders...
And what the hell is wrong with that? rich boy Sony came, saw, stole and conquered the competition. Anyone can say anything about Sony, Sega or Nintendo just like the bunch of idiots who claim AMD is god and Intel/Microsoft is the devil.
Or you could see Sony as Walmart taking market share away from mom & pop game shops like SEGA & Nintendo eventually leading them to a financial corner. I never saw Nintendo making tv sets, SEGA selling DVD players, radios, cassette players, cd-players, etc.
Or maybe you just cannot imagine a world without Sony's involvement in the videogame field.
I guess a prototype Shenmue running on a Sega Saturn that was hyped by the competition as being 3d-deficient must be very offensive to you.
Sega was never that good at squeezing performance out of PS2. So i'm not sure why one should use them to prove PS2 or any other console's power. Konami and Sony's first parties teams are the best PS2 developers. Nintendo and their first party teams are the best devs for GC and Tecmo and some others have proved to be the best for Xbox.
Can you please go out and find, rent or borrow (or dl if you mod) VF4 and compare it to VF4Evo, then compare it to the VF4 and VF4Evo arcade machines, you just might notice how VF4-PS2 looks like garbage compared to the closer to the arcade VF4Evo.
I picked SEGA because they are NOT ass-kissing Konami or Sony first parties mainly because Sega dev teams had to start learning Sony SDKs much later than any other game developer so it makes sense that their first games as a third party would never look as good as a Konami effort, thats a big change from how Sega dev teams had SDKs months before any third party would or the same could be said for Sony first devs and second devs because its obvious Sony would want Square to have a FFXXX ready for console launch day if they could get away with it.
Now Now... I wouldn't say MGS2 pales in comparison to MGS3 and the same for GTA3/GTASA... The later released ones obviously look better, but it's obvious that a game that comes out 2-3 years after another one looks better.
Now it seems like you are just disagreeing or re-cycling the same mesage I originally posted just for the sake of finding something to do.
Gee I wonder why a game that comes out 2-3 years is always able to push more 3d effects+performance out of a console, hey maybe thats what makes consoles so great over PCs.
That's one way to put it i guess...
Maybe I could have said that the Sony driver has to learn how to drive a 6 speed manual transmision touring car and they figured that drawing the race track by hand in their backyard allow them to remember all the curves come race day even though the touring car was a tricked/pimped out Yugo racing against SEGA Supras and Nintendo RX-7s with drivers who had only heard of the track and assumed that with their experience they would win or complete the race.
Didn't really get that...
Do you remember the price of DVD players in the US back in 1999 and months prior to PS2's 2000 launch?
Basically the only new technologies being introduced in consoles was the DVD drive and enhanced backward (but flawed) compatability being built in and the sole reason alot of people rushed out to get PS2s, to watch movies and play old PSX games enhanced since the majority of first gen PS2 games were horribly below the then Dreamcast standard, something that should never have been.
Again, stating the obvious... Later gen games always run better than earlier ones... Also, it's a given this time around, with NVIDIA on board, that there will be plenty of libraries and documentation available to the developers straight away, at least for the GPU. It's the CPU part, and how Sony will inform devs on how to work with it that worries be a bit more...
So what?, the Topic poster asked for opinions on how the PS3 would compare to PS2 in its time of introduction, I gave my opinion, deal with it.
Sony, MS and N always release "new" SDKs or at least tools to help devs squeeze out performance out of their platforms. The Performance Analyser for PS2 helped a lot.
Gee I seem to remember that Genesis & SNES story about "mode 7", how about I tell you how both PSX and Saturn dev kits were buggy but because the Saturn used dual CPUs, it was critisized more for being more complex to develop a SDK for.
I have been very well informed on how SEGA, Sony, MS and N always in their historical times have always had to release updated SDKs, that is a standard that was beaten to death on SNK's Neo Geo 2d arcade hardware if you compare Fatal Fury to Mark of the Wolves when it comes to fluid 2d animation.
And I am to be punished for even remotely liking SEGA??
You missed the whole point of my post then if you just want to narrowly pre-judge me into a SEGA fanboy box.
Excuse me????? Now THAT i'd love to see in action.
If you are familiar with emulators you would know that Dreamcast was capable of running an emulator that would not only raise the resolution of certain PSX hit games, but breathe new life into them.
There are PSX emulators that work on PCs and the minimum requirement is an Intel Pentium II or I with MMX extensions for visual parity with PSX image/sound quality. Basically the emulator uses that old Intel CPU running at 200Mhz and the MMX extensions to emulate a 1994 console that had a 33Mhz cpu.
PSX emulators took a long time to develop, the console was released in 94 in Japan and the first actual working emulators I remember were released in either 1999 or 2000 with Bleem being one of the first that tried to go commercial (and they got sued for it) If you can count, it took hobbyists (the people who make emus) over five years to properly make accurate emulation and later enhanced emulation with the help of powerfull graphics cards and APIs like Direct X and OpenGL.
Now it did not help that Sony offered to hire (as in give jobs) to those hobbyists so as to prevent their fears from becoming a reality in a hobbyist made PS2 emulator being made much sooner thanks to the hobbyist's experience in making previous emulators.
Taking into account that the PS2's EE runs at 300Mhz and the GS runs at 150Mhz, it makes sense to say and assume that a properly written PS2 emulator could be made with a PIII as a minimum requirement for accurate emulation and a Dx+OGL graphics card to provide texture filtering enhancements.
As to when that will happen, hey its now 2005 and people are still working on it but since they do not get paid it depends on how much time they dedicate to it.
If we were to get a company to do it, like the company that made Bleem, we would have had a PS2 game emulator running on XBox 2 years ago.