• Hey Guest. Check out your NeoGAF Wrapped 2025 results here!

First infos on RE4 PS2 port quality

koam said:
didn't the gc version use 16bit color textures?

Well, it seems like it looking at the amount of colors on screen Leons model especially. You can count the shades of grey on his shirt with your hands. But I don't think its a way to officially say wether its 16 or 24bit color depth. Maybe Capcom used 24bit color but didn't extend the pallete to look like it. Kind of like using Marcromedia to create a paint level drawing.
 
Does anyone know the polygon count for the faces during cut scenes in Twin Snakes? Some models, such as Liquid Snake, looked amazing.
 
By November/December, by the time this actually comes out, I gauruntee just about no one on this board will give a shit.

Everyone will be too busy arguing about PS3/XBox 360/Revolution specs and what not to care about this generation.

I don't see why this is particularily shocking though. When there were rumors of Rogue Squadron II being ported to the PS2, even the most die hard PS2 fans seemed inclined to believe that game would look significantly worse on the PS2. RE4 pushes the GCN even harder, so why would it magically look as good on the PS2? Just because it has the Resident Evil name?
 
soundwave05 said:
By November/December, by the time this actually comes out, I gauruntee just about no one on this board will give a shit.

Everyone will be too busy arguing about PS3/XBox 360/Revolution specs and what not to care about this generation.

I agree. 1 year is too long to wait, and they'll be more than enough games to play by that time. Capcom makes another stupid decision
 
Wario64 said:
I agree. 1 year is too long to wait, and they'll be more than enough games to play by that time. Capcom makes another stupid decision

I hope to play Zelda and FXII at late 2005.
 
Or they could wait for the PS3 and port it to the PS3, it would sure as hell make the game look jaw dropping (even more than on the GC). But since that is not gonna happen, Team Kojima knows the black bitch in and out!

So, maybe........ :)

One can hope can he :D
 
Bud said:
Or they could wait for the PS3 and port it to the PS3, it would sure as hell make the game look jaw dropping (even more than on the GC). But since that is not gonna happen, Team Kojima knows the black bitch in and out!

So, maybe........ :)

One can hope can he :D

That does make me wonder though, if Mikami and a chunk of PS4 is gone, who is gonna work on Resident Evil 5?

I hope this isn't another Devil May Cry 2 type debacle on Capcom's part.
 
Of course the textures are going to be 4-bit on the PS2. Almost all PS2 games with equivalent environment size use 4-bit 16 color textures and normally at 64x64 size resolution.

The gamecube's S3TC texture compression allows them more leway of having 24-bit color textures as they can be more efficient than 16-bit color textures. Even though the game itself may be displayed in 16-bit the 24-bit color textures are still used.

The PS2 has nothing to help compress textures in any meaningful way besides dropping the bit depth which is why 4-bit color is used by so many developers.
 
I don't see why this is particularily shocking though. When there were rumors of Rogue Squadron II being ported to the PS2, even the most die hard PS2 fans seemed inclined to believe that game would look significantly worse on the PS2. RE4 pushes the GCN even harder, so why would it magically look as good on the PS2? Just because it has the Resident Evil name?
Because RE4 mostly uses framebuffer type of effects that are possible on PS2.

RS2 on the other hand relies heavily on DOT3 bumpmapping, for example, which is an effect not really feasable on PS2 in a game of such visual complexity.

The PS2 has nothing to help compress textures in any meaningful way besides dropping the bit depth which is why 4-bit color is used by so many developers.
That's not true. I know of several PS2 games that use some kind of multipass texture decompression. Also, many games nowadays layer textures one over another to add complexity. Prince of Persoa WW for example has environments of RE4 size, (and never even stops to load it's environments), but has very good textures on PS2, and very complex geometry.
 
Production studios 1&2 are the most PS2 experienced teams in Capcom.
I think one of them is doing the conversion.
 
I think RE4 Ps2 will look just as good as RE4 GC.

Well, if Viewtiful Joe is any indication, it'll have framerate drops, lower-rez textures and slowdown. Coverting a game between two different platforms isn't magic. There are things PS2 does Gamcube doesn't and vice versa. Keep in mind Capcom isn't EA - they don't alway use a base platform and build it to the lowest specifications possible so it can run on all playforms.

RE4 was built for GameCube, it will look and play better on GameCube. Metal Gear is a series built for Playstation 2, even if the Xbox version of MGS2 Substance can give me higher-polycounts, PS2 still does various filtering techniques better and the PS2 will perform better on PS2 becasue it was made for PS2. Full Spectrum Warrior is best on Xbox because it was made for Xbox, the PS2 version just won't be as good-looking.

What ever content/levels they throw at RE4 for PS2, the GameCube version will still be better, not to mention the impact with gamers has already been made and the buzz will be near-dead once the PS2 version hits. Lots of people said it was smart to move VJ on PS2 to get more sales, but the increased sales never happened.

Why? Because everyone who wanted to play VJ (which, unfortunately, isn't many) had already done so on GameCube. Adding Dante didn't do shit.
 
I think if the PS2 version looks marginally reasonable and sells an additional 500,000-1 million copies on the PS2, Capcom will be happy.
 
But S3TC textures aren't 24bit by any stretch of definition either. The color values in S3 palette blocks are actually 16bit.
They are simply less lossy then 4bit clut :P

The PS2 has nothing to help compress textures in any meaningful way besides dropping the bit depth which is why 4-bit color is used by so many developers.
That's not quite true - regular 8 and 4 bit are indeed most prevalent on average games, but they aren't the only kind of texture compression used on PS2.
 
segasonic said:
Capcom knows their shit when it comes to PS2 coding. Just take a look at DMC3!


:lol :lol :lol :lol :lol :lol :lol :lol

Don't want to burst your bubble, but DMC 3 is no where near an awesome LOOKING game.

Playability might be fun, but DMC 3 is not a graphics whore game.
 
soundwave05 said:
I think if the PS2 version looks marginally reasonable and sells an additional 500,000-1 million copies on the PS2, Capcom will be happy.

That's the bottom line. Most of us will contine to argue the point when in reality I doubt that Capcom execs really give a damn about how the thing looks. Like a lot of other developers and publishers, they are looking at the huge userbase and not at what they can do on the platform and terms of technology.
 
Do The Mario said:
Maybe with pre rendered backgrounds?

The 3rd Onimusha was all real-time, iirc. There are other PS2 games that have pushed such high numbers. RE4 will only look shitty on the PS2 if the port is rushed, that's about all. And I expect it to look lousy, personally, compared to the GC version. Capcom will not go the extra mile to optomize, I just don't see it.
 
Marconelly said:
That's not true. I know of several PS2 games that use some kind of multipass texture decompression. Also, many games nowadays layer textures one over another to add complexity. Prince of Persoa WW for example has environments of RE4 size, (and never even stops to load it's environments), but has very good textures on PS2, and very complex geometry.

POP uses sharp corners and a room loading system to mask the fact that everything is built in loadable chunks. The PS2 is extremely efficient at streaming textures and geometry in, in fact it is its strongest asset and the reason people were able to get the GTA games up and running.

I haven't played POP WW on the PS2 but I would imagine that the majority of the textures in it are 4-bit color. Possibly they are using 128x128 maps to give them a boost in resolution as their environments could get away with it.

You're right, you can add detail textures to help with the near detail but at the end of the day most textures on a PS2 game are likely going to be of the 4-bit to possibly 8-bit quality. I know that Renderware doesn't use any texture compression at all so you're stuck with palettizing everything to get whatever memory gains you can.

That said, you can bank on the RE4 port having lots of 4-bit textures for the environment and then 8-bits for the characters.
 
The Bookerman said:
:lol :lol :lol :lol :lol :lol :lol :lol

Don't want to burst your bubble, but DMC 3 is no where near an awesome LOOKING game.

Playability might be fun, but DMC 3 is not a graphics whore game.
Umm, I played a demo of it half a year ago and even back then it looked awesome (for a PS2 game).

Btw I think you should have used some more lol smilies in your post...
 
Foobar said:
Well, if Viewtiful Joe is any indication, it'll have framerate drops, lower-rez textures and slowdown. Coverting a game between two different platforms isn't magic. There are things PS2 does Gamcube doesn't and vice versa. Keep in mind Capcom isn't EA - they don't alway use a base platform and build it to the lowest specifications possible so it can run on all playforms.

RE4 was built for GameCube, it will look and play better on GameCube. Metal Gear is a series built for Playstation 2, even if the Xbox version of MGS2 Substance can give me higher-polycounts, PS2 still does various filtering techniques better and the PS2 will perform better on PS2 becasue it was made for PS2. Full Spectrum Warrior is best on Xbox because it was made for Xbox, the PS2 version just won't be as good-looking.

What ever content/levels they throw at RE4 for PS2, the GameCube version will still be better, not to mention the impact with gamers has already been made and the buzz will be near-dead once the PS2 version hits. Lots of people said it was smart to move VJ on PS2 to get more sales, but the increased sales never happened.

Why? Because everyone who wanted to play VJ (which, unfortunately, isn't many) had already done so on GameCube. Adding Dante didn't do shit.

Just for the record, Viewtiful Joe 2 on the PS2 looks virtually the same as the GC version. Go check out IGN's comparison. Unlike VJ1, all assets are the same. Textures, models, framerate, etc.
 
Deg said:
This really sucks. The PS2 port should look 10x better than the GC version based on common sense.





True the Rogue Squadron games are evident of GC's inferior polygon pushing power.

The 30,000 poly star destroyers in Rogue Squadron must be highest poly models evr used in a game. They were two of them too.
 
nightez said:
The 30,000 poly star destroyers in Rogue Squadron must be highest poly models evr used in a game. They were two of them too.
software_irony_detector_pack.gif
 
This much discussion about how a weakass system can't run a game as prettily as the original console could--even before we see official media of it? It's true.

godhatesgaf.jpg
 
I haven't played POP WW on the PS2 but I would imagine that the majority of the textures in it are 4-bit color. Possibly they are using 128x128 maps to give them a boost in resolution as their environments could get away with it.
They may be 4 or 8 bit but with layers of textures, lightmaps to give them shading, etc. at the end it looks very nice and detailed. It's not like you can just look at the game and say - ah, I see it uses 4bit textures. If you look closer and put it under some scrutiny, sure you can see imperfections, but as Faf said, S3TC compression is lossy too. You can see steps in color gradients in RE4 if you look for it too.
 
I'm just throwing this out there that in Onimusha Warlords for the PS2, characters like Samanosuke were comprised of 10,000 polygons each.
 
Only fitting the GC version will look better since it was built for the GC in the first place. It's a nice sending out for the last "exclusive" RE game on a Nin console, since the series will most likely be on PS3 next gen.
 
nightez said:
The 30,000 poly star destroyers in Rogue Squadron must be highest poly models evr used in a game. They were two of them too.

They were well over 100,000+ polys each actually! approaching 150,000 :o

Dont know how RS3 handled them. But they looked a little improved.

kpop100 said:
Only fitting the GC version will look better since it was built for the GC in the first place. It's a nice sending out for the last "exclusive" RE game on a Nin console, since the series will most likely be on PS3 next gen.

Likely be on the next Nintendo console.
 
Im surprised by the MGS3 comparision. If you look in Survivle Viewer the Character model is pretty amazing. And that is 100% in-game model. Good job kojima.
 
Deg said:
Likely be on the next Nintendo console.

I imagine next gen it will be Nin getting the port, if that seeing how the new system may be too revolutionary for a game like RE5 :lol
 
Defensor said:
I'm just throwing this out there that in Onimusha Warlords for the PS2, characters like Samanosuke were comprised of 10,000 polygons each.

On pre-rendered backgrounds. I dont think anyone is saying that ps2 cant have high poly characters, i think its more that Leon being at almost twice Snake's model, that each villagers have roughly as many polygons as snake, big and very detailed areas like the village (seen the wireframe of that?), i think its going to choke somewhere, add the textures, pixel shading, refraction, heat haze, the fire/explosions. Im not too sure if RE4 uses bump mapping either, Leon's straps around him sometimes look like they are using it, the organic monsters like salazar seems to be using it.

I love MGS3 and think its the best showcase of ps2's hardware but lets face it,
salazar's monster form, the village during night with the rain pouring and lighting flashes illuminating everything around, the thousands of rain splashes on lake's surface, the cutscene fight against krauser with the lighting effects, the lava area
, nothing on ps2 has ever shown me graphics like that, ever. And now considering that capcom experimented with GC for 4 years to come up with this result, that a port decided by the execs and not by the director of RE4 will look as good? naw. Had it been developed from ground up on ps2 it might've become the best ps2 looking game, but using ps2's strenghts ala ZOE2, not another's platforms strenghts.
 
kpop100 said:
I imagine next gen it will be Nin getting the port, if that seeing how the new system may be too revolutionary for a game like RE5 :lol

It wont be that different. Look at the DS. It can do the same usual games. They obviously underpowered it for the next GB of course but you get the idea.
 
kpop100 said:
I imagine next gen it will be Nin getting the port, if that seeing how the new system may be too revolutionary for a game like RE5 :lol

I imagine that it also won't be made by the same team that did RE4, given the key people are all going to Clover.
 
Deg said:
It wont be that different. Look at the DS. It can do the same usual games. They obviously underpowered it for the next GB of course but you get the idea.

That last part of my post was sarcasm ;)
 
Celicar said:
OMG! Why is Capcom even bothering porting this to the PS2 when it's gonna look like shit?

Because it's going to rape the Cube version in terms of sales, nonetheless. Besides, it's going to be alright. I'm fucking sure it's going to be absolutely enjoyable. PS2 casuals won't be as hyped for the next generation this fall as you think they might to ignore it. I have 3 friends who are PS2 only. They didn't care for it as it was on the Cube, but as they heard it's announced for PS2 they were positive surprised and are going to buy it if it's any good.
 
Top Bottom