BeOnEdge said:
i do understand. there is a difference between how the camera can effect the 3d and keeping the gameplay 2d. VJ and smash brothers do 3d on a 2d plane flawlessly. why couldnt killer instinct do the same thing? why cant SF? fine. HELP ME UNDERSTAND why it cant be done when other games have done it fine already because seeing other games done only makes me think the power just isnt there.
No, you DON'T understand. That has nothing to do with what I was talking about...
Let us have a sprite that must spin around. We'll start at a base point with the character having their leg stretched to the left. For a basic sprite, we might have a frame with the leg to the right, the leg in front, the leg to the left, and the leg behind. For a better animated game, you could add 2 more frames between each 90 degree angle. All in all, you could have between 4 and 12 frames of animation for a single spin. Looking at the 4 frame animation, consider how fast can you flip between frame 1 (leg to the left) and frame 2 (leg in front). There is NO animation in between those positions, so you could really flip between them in an instant. Capcom can set the number of frames in that animation as well as how fast they actually display.
3D does NOT work like that. The way animation is handled in 3D is quite different. The problem is that all of the games in question have too many frames of animation. That is, the frames between the set points are interpolated and smoothed out to the point where you will see 60 frames of animation per second. If a character rotates, there is a new frame every 1/60th of a second. 2D fighters have NEVER featured that many animation frames in a character, and really, that would be incredibly difficult to pull off. You COULD simply draw set frames and not interpolate between them, but then you get rather choppy looking animation. Look at Quake 1 on the PC...that features low framerate animation and it looks dreadful.
Within 1 second, with 4 frames of animation, Capcom could display those 4 frames as fast as they wish as long as they stay within the limits of the framerate. With only 4 frames to display, imagine how many times they could display those 4 frames within 1 second. Another thing to consider is that it is much easier to create collision points when dealing with low numbers of animation frames. Collision detection in 3D is a very different beast. THIS seriously changes the way a game works.
Those 2D games can appear faster and more responsive due to the fact that the developers can control just how fast the limited animation is displayed. Smooth looking 3D will draw all of the frames between the set animation points and LOOK smoother, but if run too quickly, it will look very poor in comparison. I suppose there are ways around this, but nobody seems to have figured it out. I don't care HOW much cel-shading you use, there is no game on the market which is able to accruately convey 2D animation through 3D graphics. Celda looks the part, but when in motion, it is very obviously 3D. The look that you have become so used to in Street Fighter is due to FEWER animation frames, not more.
This has nothing to do with the power requirements from any platform. However, like I said, before...if you believe that PS2 is unable to handle the requirements for this game, I regret to inform you that, based on your assumption, NO hardware available today could handle the game. There are not enough fundamental differences between PS2 and, say, XBOX that it would make a difference for this type of game. XBOX could surely make the game look a little nicer, but better textures and image quality would have no impact on the way the game animates and plays.
Look at a grander scale here...
DOA3 is an amazing looking fighter and perhaps the most technically advanced fighting game available on home hardware. You might say "PS2 couldn't handle THAT", but the fact is, the GAME could easily be done on PS2 or even Dreamcast hardware. DOA2 plays very much like DOA3 and any GAMEPLAY changes made to part 3 could easily be replicated with DOA2's graphics engine. The point is that, although DOA3 looks incredible, there is nothing about the game that couldn't be replicated on older hardware. Now, on PS2, you'd certainly get lower resolution textures and some other missing features...but the gameplay itself could be perfectly captured. Wreckless is one of the best looking games on the system, but the awful looking port of the game to PS2 plays BETTER than the XBOX version despite the fact that it looks 5 times worse. The PS2 port runs at 60 fps and controls better while keeping the gameplay in tact (improving upon it even). However, it simply LOOKS more appealing to the eye.
Any attempt at making an SF game in 3D would not require the benefits of the more advanced hardware. Even if the game looks worse on PS2 hardware, there is no difference between what the machines could accomplish in terms of displaying the game.
wouldnt it be easier to recreate and animate the characters in 3d rather actually draw them? again this is what i've been trying to get at. the movies for allstars dont seem to MOVE in 3d but remain on a 2d plane. the camera moves but they remain on 1 plane. the only thing that looks odd is the animation.
There, you've just said it. It would be easier, but it looks "odd" doesn't it? 2D and 3D animation are very different and can be used very differently in a game. You can't perfectly emulate 2D with polygons.
Quick summary...
Anything that Capcom could come up with on XBOX could be done on PS2 or even Dreamcast. The improvements made to the hardware have no bearing on how a 3D SF game could play.
If you still believe that PS2 could not handle the concepts for the game, then you are basically saying that, with ALL current hardware, it is IMPOSSIBLE. The difference between PS2 and other hardware is not great enough to matter and has no bearing on how this game would play.
2D and 3D animation are very different things. They are used differently and, to the player, they will always look and feel different.
That's it!
Dark, I'm going to split the lists into 60fps and 30fps (and unknown/na)... I'll make corrections where I'm sure and make educated guesses where I can... and if you're curious about PS2 games with inconsistant framerates, am is pretty bad (it's been improved with each release though, US Tuned being usually 60ps), Chaos Legion is another good example offhand and actually most Capcom PS2 games feature slowdown somehwhere in the game. Even the recent VJoe port, which is pretty excellent from all accounts. Anyway, lists...
Ah, I see you were talking about the JP version of AM. You see, my reference point for the vast majority of these games is the US versions. The US version of AM that I have played was a very constant 60 fps and, in the 30 minutes that I played the game, I encountered no slowdown. Perhaps it is there, but if one can play for 30 minutes with no slowdown...I'd say its just fine. You have played the JP version, yes?
Did Chaos Legion JP have issues as well? I have finished it on PS2, and framerate was something that stuck out in comparison to the PC version. The PC version had a LOT of slowdown problems in large battles and the special attacks from your legion always dropped you to 30 fps. It was quite refreshing to see those large battles hold a rock steady 60 fps. There were perhaps a few bouts of slowdown, but when you get right down to it, it's no different from most other games. Pretty inconsistant? Where did you get THAT from?
Judging a game's framerate by saying "most Capcom PS2 games feature slowdown SOMEWHERE in the game" is just foolish. Even games like Metroid Prime have some slowdown (and it can be a problem during the Omega Pirate fight). Virtually ALL 60 fps games on consoles will have slowdown SOMEWHERE in the game...but when you can achieve 60 fps at least 95% of the time (or more), it isn't something you can complain about.
I don't agree with the inclusion of...
-Capcom vs. SNK 2 EO (Studio 1)
...under XBOX. When comparing this game to the other versions, it is very clearly that it does not run nearly as well. This isn't slowdown we are talking about here...the game NEVER runs perfecty smooth. It has a VERY strange look to it that I can't even properly explain. Background animation and scrolling is simply not correct, though.
Now, based on your lists...
78% of all Capcom games on PS2 run at 60 fps.
64% of all Capcom games on GC run at 60 fps.
70% of all Capcom games on XBOX run at 60 fps (though several have major issues)
...GameCube really gets thrown off by the abundance of RE.
Yeah, but it gets a boost by those shit disney titles.
So, PS2 is still in the lead. MOST of my framerate judgements come from actual experience...whereas I'm not so sure you've played ALL of those games. Perhaps you have, though...
Now, my original post surely makes more sense...though the percentage was a bit off.
The only exceptions that come to mind are a DC port (RECV - which was 30 fps to begin with), two online games (Monster Hunter and RE-Outbreak), and a port of a GC RPG (the new Megaman RPG).
As you can see, that is pretty accurate. The 30 fps list...
-Clock Tower 3 (Studio 3)
-Glass Rose (Studio 3)
-MegaMan X: Command Mission (Studio 3)
-Monster Hunter (Studio 1)
-Resident Evil Code: Veronica X (Studio 3)
-Resident Evil Outbreak (Studio 1)
-Resident Evil Outbreak: File 2 (Studio 1)
-Resident Evil Survivor 2: Code Veronica (Studio 3)
I own Clock Tower 3, so I knew the framerate, but I never included this as a Capcom game. I had completely forgotten about Glass Rose and really, I've never played or even seen it in motion. That never entered my mind. I've never HEARD of Survivor 2-CV, so I could not have included that...and I ignored the Outbreak SEQUEL. So, considering that I originally stated...
The only exceptions that come to mind
...I'd say that this entire argument was almost worthless as I was PRETTY darn close to covering the 30 fps base. PS2 has a greater ratio of 60 fps titles available than the other systems and you've just proven that. Like I said, my percentage was off, but my idea was correct.