Evil_Cloud
Veteran
wazoo said:Conker and its 64MB cartridge is a testament of the superiority of the N64 and how everything was killed by its storage medium.
Cough Sin & Punishment (Treasure), Cough Majora's Mask...
wazoo said:Conker and its 64MB cartridge is a testament of the superiority of the N64 and how everything was killed by its storage medium.
zidane1strife said:Well, I personally evaluate console gphx performance based on which one featured the best looking char. model. That is the console with the best looking model is the winner. Why?
I prefer traditional japanese rpgs and if a model is superior it will showcase superior gphx in that genre at least during many areas of gameplay(close-ups, summons, spells, etc.). The highest detailed models of the last gen, IIRC are on psx rpgs. Traditional Rpgs given their nature can exceed other genres in terms of detail in this area given that if need be virtually all the resources can be focused on a single char model-summons, spells, close-ups, etc, and the games can run at 30fps with no problem.
I know Chrono Cross had some very nicely modeled characters, but the impact is killed by the IQ problems, still a pretty game...shoot I should start playing it again lol.
zidane1strife said:I know Chrono Cross had some very nicely modeled characters, but the impact is killed by the IQ problems, still a pretty game...shoot I should start playing it again lol.
Well, in most areas yeah. But the optimized camera angles used in some boss battles, summons, etc pretty much eliminate them, giving crisp detail with none of the problems... thus overall superior gphx, that can sometimes go head to head and even exceed some next-gen titles IMHO.
GwymWeepa said:schmuck said:I think the best looking psx games look better then the best looking n64 games. But i hate n64s crappy iq, low res textures and choppy framerate.
Dino crises, metalgear solid, ridgeracer type 4, bandicoot 2, vagrant story, omega boost looks better than the best of n64 imo.
Not to mention all of the 2d and 2,5d prerenderd stuff like chronocross.
I feel totally the opposite. The PSX features horribly pixelated textures that tore, weren't perspective corrected, clipping was awful...most games just looked like mosaics, even the best...I remember playing a bit of MGS and being shocked, after all the hype I thought it would look awesome, it looked laughably bad. The only thing the PSX had going for it (in true 3d) were sharper looking graphics, and sometimes smoother framerates.
Now I agree with you with the 2d/2.5d stuff, very nice, I loved Chronocross, very beautiful.
Evil_Cloud said:wazoo said:Conker and its 64MB cartridge is a testament of the superiority of the N64 and how everything was killed by its storage medium.
Cough Sin & Punishment (Treasure), Cough Majora's Mask...
Also the n64 has a severe iq problem, it doesnt really matter what you hook it up with you still wont get a picture much better than blurry composite. Psx on the other hand has exellent rgb(and svhs) supports.
the 3DO / Matsushita M2 would've been the THE defacto standard for consumer 3D had it made it out sucessfully. M2 was better than PS1, N64, 3Dfx Voodoo Graphics or PowerVR.
The best source for hardware lights done in parellel would be the official console benchmarks EA released. Not unsupported comments released by them in 200 regarding over clockled gamecube devkits. Btw, why didn't you post a link to the anandtech article.
developers are far more used to getting maximum game performance out of intel processors.
GC overall has a great elegant design, but from the standpoint that teasy was trying to make regarding it being THE MOST efficient from a performance stand point (of it not dropping far from the performance numbers released) isn't supported by this argument, because nobdy ever saw theoretical numbers posted in the publi to even be able to say how far off it's performance is.
Xbox is still faster with the "effects" you mentioned.You basically supported my point, by showing what the gamecubes performance numbers are with 8 texture layers. Xbox seems to be more optimized for 2 -4 texture layers which is what developers tend to use. I mean who cares if gamecube is more optimized for 8 texture layers when hardly any developers are doing that? I even said before that you'll always find a few cases where one set of hardware will out pace the other in a specific benchmark.
In addition, one directional and one ambient light on the Nintendo Gamecube are guaranteed to be computationally for free. Therefore, that decision does not impose a performance penalty (strictly speaking, as soon as one starts to use more complex shader setups, even more hardware lights come at no performance penalty, because the graphics processor computes light values in parallel to other things).
It is worth noting that the pre-render passes for the projected shadows can be easily combined with the pre-rendering passes required for self-shadowing. This is because both render the object from the same virtual point of light. Instead of rendering one depth map and another outline just the depth map is rendered and grabbed. Nothing changes for the self-shadowing technique.
but remember that nintendo didn't design the power PC processor,
You basically supported my point, by showing what the gamecubes performance numbers are with 8 texture layers.
I'm not saying it's impossible, I've been saying that since nintendo is complaining baout the need for more & more relaistic graphics, they don't see the need to try and win any sort of hardware race. You can agree or disagree for all i care. Iwata is Yamauchi's 2nd in charge, even though he's retired. He's still on the's board or directors and influences what nintendo does. THis is a totally different argument then the one with teasy right now.
http://cube.ign.com/articles/504/504558p1.htmlApril 06, 2004 - Nintendo may have a big corporate shopping list, the Toyo Keizai Newspaper reveals. In comments with the paper, Nintendo executives revealed that the company hopes to acquire key technologies for its conventional businesses ahead of competitors. To do so, Nintendo will go so far as to actually purchase other companies using its abundant investment resources.
While specifics on what key technologies Nintendo requires weren't made clear to the paper, it's reasonable to assume that this is all in connection with upcoming videogame hardware. Unless, of course, Nintendo is planning a return to the playing card field.
http://www.gamespy.com/articles/505/505234p4.html"We are going in a different direction than Sony. We believe that other companies are already investing in state-of-the-art semiconductor development, says Iwata. "Nintendo is not actually trying to create a state-of-the-art technology that is not known to the world. We are reviewing technologies that are in the early stages of development [by other companies]. Nintendo should be able to find the optimal solution to make the best possible hardware by cooperating with several partners.
(even if F5 forgot to include the gameplay, even they admitted more performance could be obtained from the machine)
All next-gen consoles will be sold at a $299 price-point btw.
I don't think it exceeded any modern titles, modeling is nice, but its one small element in a whole package. I played a bit of Skies of Arcadia, and though many models were indeed very simple, texture quality, IQ effects were all vastly superior, as were the true 3d environments. If Chorno-cross were ported to the Dreamcast but totally revitalized (like Conker on the Xbox) it would utterly kill the PSX version without a doubt. And I only played half of Chronocross, so I can't comment with 100% certainty, but I don't think there's anything in Chronocross that competes with FFX in the least.
In my experience, sure, low res n64 games looked like crap on svideo. However, hi res games like conker's bad fur day and perfect dark had a surprising amount of detail added with a good connection.
I don't know, I still hold that mychief makers on the n64, yoshi's story, and maybe that goemon game(and some japanese only titles) were very nice looking 2d titles with 3d effects.
Li Mu Bai said:Btw Fox5, do you have any links regarding the texture passes utilized by F5 for RS3? (as I did not look very long nor very hard) This would help me to further illuminate the point I was trying to show Qroach. (exceeding the 5 million polycount number w/8 texture passes is dependent upon the developer's proficiency, & thereby making it not a "useless" feature because most devs. aren't utilizing it) I know that their game was running at 12mpps through interviews, although acheiving many more effects than RL did.
Julian: Have we really had any clashes of features on GameCube yet? Not really. I mean, if so, barely. Here, on the most extreme areas we're doing up to eight layers. There are a lot of areas with five texture layers applied, which makes me think that certain other machines would have a real problem with that. I was actually surprised at how quickly the texture stages add up. You very quickly get to five. For bump-mapping, for example, you need two. Add in a specularity map, which is basically the sun. Then you add a dirt map. It can very quickly add up.
IGNcube: What would you say to someone who claims GameCube is not as powerful as Xbox or PS2?
Thomas: I would say both machines have very sophisticated designs. They each have their strong points. GameCube has one thing that we especially like that Xbox in some respect really lacks. Though the numbers you see published are not quite reflecting it, architecture wise bandwidth on GameCube is unbelievably high. We have been pulling through huge textures and there is no degradation in speed. It's always more difficult to do that on architecture like Xbox, but certainly both machines are very, very capable and it depends on the games.
IGNcube: What about PS2?
Thomas: PS2 lacks a great many things.
NP: I’m not sure if it’s possible but in what ways has Rogue Squadron 3 been visually improved?
BT: Rebel Strike has a new atmospheric lighting engine, which simulates the distribution of light in a more or less physically correct way in real-time and the amount of streaming we are doing. A brand new engine was developed in order to support the multiplayer. The bonus side effect of that is we are now able to push twice the number of polygons in the single player mode, thus greatly improving the model detail. The engine is also able to stream in data at a high rate allowing us to have a greater variety of textures and models.
schmuck said:In my experience, sure, low res n64 games looked like crap on svideo. However, hi res games like conker's bad fur day and perfect dark had a surprising amount of detail added with a good connection.
This i dont understand. Composite picture doesnt get any better with higher resulotion, its still shit.
I don't know, I still hold that mychief makers on the n64, yoshi's story, and maybe that goemon game(and some japanese only titles) were very nice looking 2d titles with 3d effects.
Filtered low res 2d graphics doesnt look very good imo. Goemon looked decent but has nothing on games like klonoa, einhänder, rtype delta.
zidane1strife said:I don't think it exceeded any modern titles, modeling is nice, but its one small element in a whole package. I played a bit of Skies of Arcadia, and though many models were indeed very simple, texture quality, IQ effects were all vastly superior, as were the true 3d environments. If Chorno-cross were ported to the Dreamcast but totally revitalized (like Conker on the Xbox) it would utterly kill the PSX version without a doubt. And I only played half of Chronocross, so I can't comment with 100% certainty, but I don't think there's anything in Chronocross that competes with FFX in the least.
I'm sure DC could handle chrono cross and clean the iq in most of the battles. But the fact is, chrono features a few models that are more detailed and impressivethan most enemy and character models in both grandia 2 and skies of arcadia, premiere next-gen DC rpgs. During the moments in which the camera is in an ideal move, spot or the like, most iq problems(pixelation, aliasing, and the like) dissapear, at least on a normal tv through vga. Thus if you were to come and see both games and only saw a snippet of em, a dc close-up of one of the common chars or enemy models, and one of the later impressive chrono ones... you might mistakenly believe the later to be on a superior platform. This is something impressive when talking about h/w from different generations.
SOA and Grandia 2 weren't polygon pushing monsters though, they barely bothered. Its nice that some models in Chronocross had more raw polygons dedicated to them, but I'd rather have the vastly superior IQ, texturing etc of a DC game, so they really don't compete in my book, but everyone is entitled to their opinions.
Composite picture hides the imperfections in the images of psx games, and does hide some n64 image imperfections.
Svideo allows for the higher res games to look clearer, composite does not do the high res n64 games justice.