dark10x said:After an exciting session of Half-Life DC, I have seen the error of my ways. The framerate may have been in the sub 15 fps area half the time (especially during that demanding tram sequence where one character model shows up on screen), but it is obvious to me that, had the system still be alive today, a game like Half-Life 2 would have been no problem.
A suprisingly new low for you; trashing the DC on the basis of an un-released, incomplete port. Should I dig out the shots of how GT looked for the first time, the shots that lent the game a couple of extra years of development?
Actually, using DC's insane modifier volume capabilities, they could likely have added a fully unified lighting model to the game ala Doom 3.
The DC's modifier volumes are basically the same in principal as the shadow engine effects evident with the X-Box360.
I've heard rumors that the DC's graphics chip was so far ahead of its time that DX9-style operations are actually quite possible.
Normal mapping is impossible on the PS2...oh wait, it is actually possible. Many things become possible hardware-wise once you take the initiative. API's help with rote game development but they are not intended or capable of pushing any aprticular hardware to it limits by themselves.
The libraries were simply dated. Had the DC survived, though, we could have experienced the true power of the machine.
The DC libraries were universally acknowledged as being excellent. They would certainly have been refined and advanced, leading to more sophisticated gameplay and graphics.
Imagine what the 128-bit power of the DC could have done for HL2. Remember the Strider battle in the city? Now imagine the DC version with 80 Striders on screen at one time (fully self-shadowed, of course).
Would love to see PS2 have a go at PS2. Imagine that. No load times due to enhanced texture management.
I still can't believe how crazy the Sony hype was. I mean, while it turns out that the 100 specator comment actually DID come true (Rumble Roses puts more around the arena with more detailed main character models)...
No it didn't. Those spectators lack the texture detail evident in the Tekken demo. The geometry also appears to be lacking in comparison, and it's pretty hard to make out anything anyway. In any event, your sarcasm doesn't address the effect that 100 spectator and similar comments on fueling hype, wild speculation and rampannt zealousy targetting Sega. The impression created by that comment was that ahundred or so characters wandering around a game would be the norm and easy for developers to implement, yet here we sit five years later with one dubious example from one of Japan's top developers. Is that the best you ahve to offer?
Not only would they not have been inferior, they would have been vastly SUPerior. Thanks to the DC's modifier volumes, they could have had self-shadowing on all...wait, the game already had self-shadowing. Ah, but you see, on DC, they could have taken it to a whole new level. They could have used 2048x2048 textures with 4 layers per surface on EVERY surface. You know the bottom of Yorda's foot? Yeah, that could be 4 2048x2048 textures...giving the game a new sense of textured realism. Oh, and the resolution? We're talking 1920x1080p here with 128x AA and 1.8 million x AF. Yeah, that's real power.
Hey, hang on a sec -didn't ICO run at 30fps? You should probaly disown it just to be safe. Yes, another Ps2 game I actually played and enjoyed (up to a point).
...