I've changed - PSOne visuals hold up better than N64 ones

jarrod said:
Sonic Adventure actually started out as a Saturn game using that engine. It was going by the code name Sonic RPG.

Sega had a working version of VF3 running on a stock Saturn too. I'd love to see that some day (like the Saturn Shenmue footage).

Don't you mean Sonic Xtreme?
 
Culex said:
Don't you mean Sonic Xtreme?
Nope, that was being developed in the US by STI in 1996 or so. Sonic RPG was in development during 1998 at Sonic Team and eventually moved to Dreamcast as Sonic Adventure.
 
Bauer Action Hour said:
The games I consider "great" that I have for Saturn:

Virtua Fighter
Astal
World Series Baseball
Rayman
Virtua Fighter 2
Virtua Cop
Street Fighter Alpha
NiGHTS
World Series Baseball II
Street Fighter Alpha 2
Panzer Dragoon II Zwei
Virtua Cop 2
World Series Baseball 98
Sonic Jam
Mega Man X4
NBA Action 98 (the precursor to the 2k games...)
Street Fighter Collection
X-Men Vs Street Fighter (Japanese)
Shining Force III
Panzer Dragoon Saga

I have 13 other games but only consider them solid or bad. There are a number of games that other people consider great that I don't have or don't have an interest in.

The ones I don't have but played and thought were great include:

Guardian Heroes
Decathlete
Marvel Super Heroes
Burning Rangers

Saturn was a great system. Shitty graphics, but a number of excellent experiences. The one thing I wish there was more of was 2d platformers since the system was such a 2d beast.

I could add a few others that I consider(or condidered, for it's time) great.

Clockwork Knight 2
Fighters Megamix
Die Hard Arcade
Daytona USA
Sega Rally Championship
Worldwide Soccer
Winter Heat
Magic Knight Rayearth
Galactic Attack
The House of the Dead
Nightwarriors
Saturn Bomberman
Super Puzzle Fighter II Turbo
Virtual On
Shining the Holy Ark
Dark Savior
Albert Odyssey
 
jarrod said:
Nope, that was being developed in the US by STI in 1996 or so. Sonic RPG was in development during 1998 at Sonic Team and eventually moved to Dreamcast as Sonic Adventure.

I heard that Sonic Jam was the test to see how Sonic would work in 3D. Never heard of the RPG though. Why would Sonic Team bother with a Saturn version - surely they must've known the DC was coming? Although the Bi plane levels of Adventure has the Sonic Jam model of Sonic riding on the back so make of that what you will.
 
I know it has nothing to do with the graphics, but I thought the little Sonic World demo controlled a lot better than Sonic Adventure did. Of course, it wasn't nearly as fast. But I wouldn't mind a slightly slower Sonic game if they implemented a little more precise platforming and puzzle-solving in it.
 
D-X said:
I heard that Sonic Jam was the test to see how Sonic would work in 3D. Never heard of the RPG though. Why would Sonic Team bother with a Saturn version - surely they must've known the DC was coming? Although the Bi plane levels of Adventure has the Sonic Jam model of Sonic riding on the back so make of that what you will.
Things were very up the air for awhile at Sega. At one point there were 3 "next gen" solutions on the table (REAL3D based Saturn upgrade, 3DFX based console, PVR2 based console).
 
I think it boils down to what you have a higher tolerance for, blurry or jaggies. I personally *hate* jaggies, they really kill games for me sharpness be damned, so N64 holds up better for me.

Of course from a technical prespective N64 wins, since PSX games could be ported faithfully (Note RE2), while Zelda would not have been possible on the PSX.
 
Parasite Eve 2 & Einhander are the best looking PSX games!

Plus many other Square RPG's (FF8, FF9, Vagrant Story, Saga Frontier 2, Final Fantasy Tactics etc)
 
Panajev2001a said:
Crazy, how about Z-buffering not being free (it was advertised as so, but thanks to the great RAM they used it ended up being quite "not free") and with Z-buffering and alpha-blending going below 30 MPixels/s (with Z-buffering the N64 was slower to fill te screen than PSOne and without Z-buffering it was faster unless you were also doing alpha-blending) ?

The latency of the main RAM in the N64 was atrocious and there were not many ays tio hide the latency and gain back performance from the system.

Texture cache and all, I wonder how would N64 games look if they had a main RAM sub-system with low memory latency.

Yeah, the RDRAM latency was shit. Every day I'd get to hear about situations in which the CPU was just sitting around doing jack squat because it would take a dozen cycles for the memory to catch up. Failed cache hits, memory streams...not even the sound could benefit. We successfully obtained some fairly substantial microcode documentation and still couldn't do much about it.

I honestly can't remember if we had alpha blending going on. 4k textures was bad enough as it is, and our level design pretty much forced the full use of a z-buffer (to be honest I would have settled for a half-assed, FM3 style interpretation otherwise) but for whatever reason the framerate kept at a pretty solid 30 (rare cases 60). The RAM pack probably would have given us the room to load up a lot of really extravagant textures if the texture cache was big enough (and fast enough) to handle it.

In retrospect it's pretty depressing how little the DD added to the system. Storage was the last thing we needed.
 
jarrod said:
Nope, that was being developed in the US by STI in 1996 or so. Sonic RPG was in development during 1998 at Sonic Team and eventually moved to Dreamcast as Sonic Adventure.

Based on Sonic Jam, I think I would have liked a Sonic Adventure on Saturn.
 
Personally, I enjoyed the PSOne's graphics more than the N64. I couldn't stand all of that blurry / anti aliasing on the N64.

I mentioned this in some other thread, but I booted up a few PS1 games a few weeks ago and couldn't believe how ugly Toshinden looked.

Tekken 3 still holds up pretty well though, some amazing programming getting done there.

And I'm surprised noone's mentioned Omega Boost. That game was absolutely stunning! Go Polyphony!




coveromegaboost8ya.gif

(Badass cover art also)
 
^^ Yep. I remember Omega Boost. I remember complaining in NintendoNation's forums about why Star Fox 64 couldn't look like it. The particle effects and lighting were very good.
 
I remember Fighters megamix looking pretty swank on SS It was one of those games that looked much better in motion than in screens because I remember it used a lot of animations and imported moves from VF3.

But on the other hand, what was seen as a tour de force back then like Sega rally Championship doesn't look quite right today.. even in the "old gen" context... I saw it running on a small videogame store TV like 2-3 years back, boy did that one not age well. Gran Turismo looked like a 19 year old in a bikini next to it.
 
Saturnman said:
The Gran Turismo series is the never-ending perfection of digital boredom. :)

If by "digital boredom" you mean not at all in any way boring and the greatest racing sim experience ever conceived for a videogame platform, then yes I agree.
 
I can´t stand most of the 3D games on 32/64 bits. 3D wasn´t mature enough in consoles for the past generation IMO. The jump of this generation has been quite high.

Even the 3D games I liked have aged pretty badly.
 
Amir0x said:
If by "digital boredom" you mean not at all in any way boring and the greatest racing sim experience ever conceived for a videogame platform, then yes I agree.

Each to their own
 
When EGM interviewed Kojima he said that MGS couldn't be done on Nintendo 64 when EGM popped the question to him. I forget why he said it couldn't so could anyone elaborate on the issue?
 
Amir0x said:
If by "digital boredom" you mean not at all in any way boring and the greatest racing sim experience ever conceived for a videogame platform, then yes I agree.


All it needs is a vibrator to make the experience of acquiring another generic family car complete. That game is all about cars and you have to give the player a little joy before he has to race the same courses against opponents with no AI whatsoever and win pointless licenses for the next few hours. :)
 
mr2mike said:
They probably couldn't have done it in such a high-production-values way. all the music and voice acting...

Yeah, I mean, there were N64 games with full voice acting...but MGS has a whole lot more of it than most games around. Plus, I don't think they could replicate the music without recording it (even though it was not pre-recorded digital music on PSX).
 
The real shame is that most of the N64 developers (even high profile ones) thought that 15-20 FPS was an acceptable framerate. That's what makes a lot of those games unbearable to play now. Yeah, you can post some nice looking screenshots but actually having to chug through that shit was and is awful.

Most of the "big" PSX releases seemed to have stable framerates, at the very least. It also got its fair share of free-roaming platformers, though none of them really measured up to Mario 64. But then, chugging through Rare's derivative low-FPS collect-a-thons wasn't so great either.
 
It really worked somewhat like this...

PS1
Could do around 3500 textured polys per frame at 30fps at a resolution of 512x240. Unfortunately the polys the machine drew were almost the worst of any of the systems out there. The texture correction was the worst, seaming could be really bad, and polys would dissapear when turned on edge also you could not tile a texture across the surface of a polygon. What was good though was that alpha translucency worked extremely well. The 1 meg (or 1.5 I can't rememeber) of VRAM was quite good for the time.

Of course, when emulated on a PC now the games look better because everything was built with more polys and the poly drawing issues pretty much dissapear.

N64
Could do maybe 1800 textured polys at 30fps at 320x240. Certainly drew the most modern polys out there. Texture correction to stop warping, texture filtering to stop pixelization, z-buffer to allow cut throughs and long draw distances, mip mapping to stop texture moray at a distance, texture tiling, etc.

Cartridge actually made sense for the system spec but not its customers, developers, publishers, or its impression as a modern machine. Beyond that the low low fill rate and a lower V-RAM was the thorn in its side. Some game genres such as 1 on 1 fighting games just couldn't be done justice on it.

NHL 99 actually ran in a high res mode and a good framerate without the ram cart.

When emulated now you are only really gaining framerate and resolution to the image, nothing is really being added to make the title look more current.

Saturn
Could do maybe 2000 textured polys at 30 fps at 320x240. Drew the 2nd best polys. If I remember properly the machine drew quads instead of tris. Quads made the texture correction look a little better, seaming wasn't as much as issue, polys would not dissapear when turned on edge. Could not do translucency on a polygon basis, gourade shading took a extra bit of horsepower.

The savior of the machine were its VDP processors. This may be mixed up but the VDP1 would draw pant loads of 3D sprites and the VDP 2 could draw solid infinite planes (much like SNES mode 7) or backgrounds. Nights is a good example of the VDPs working overtime. The characters, their trail, and terrain are using the main geometry processor and all the enemies, rings, and other camera relative effects are using the VDP1. The VDP 2 was used for the far background, or in the case of boss battles, the floor. In sports games, the VDP 2 was used to draw the field so the polys could be put into the characters and stadiums.

The problem came from both its lack of upfront horsepower and the difficulty in getting all the chips to talk to one another.


In the end it all came down to the sort of games the developer wanted to make.

N64: Large scale environments.
PSX: Close combat or room based games, or racers with twisty tracks.
Saturn: Mixture of the 2 above but designed around a flat floor.

Had the N64 had more polypushing horsepower it would have steamrolled the two others. If the PSX just had a decent Z-buffer it would have produced some really incredible large scale games
 
If you had asked me back in the day which system had better graphics, I would take one look at Perfect Dark and Conker's Bad Fur Day and tell you it was the N64. However, today I really do appreciate the sharpness of certain PSOne games, and I do prefer Mario 64 DS's graphics (thank God they desaturated it a bit) to the original's.
 
There's no question in my mind that the N64 had more power and better graphics overall than the PSOne. Games like Turok 2/Rage Wars/Turok 3, Perfect Dark, Donkey Kong 64, Conker, Zelda, Rogue Squadron, WaveRace's water, and etc. all looked awesome at the time (and some hold up decent till this day). The pixelated mess known as PSOne games were almost unbearablely ugly at times. Thankfully the DS has a smaller screen, so it's not very noticable.
 
The N64 had only one real problem, the 4 KB Texture Cache, besides the latency of the main RAM.

It was potentially the fastest hardware of the three if it had a better main RAM in terms of latency.
 
Perfect Dark was/is absolutely goergeous, and destroys anything the PS1 could offer. And no, the framerate wasn't really an issue in single player or multiplayer with 4-6 players/bots. Coop though, what a mess. :lol
 
too many N64 games have framerate problems, only a few like F-Zero X and SSB ran at 60 fps, a few like Starfox 64, WM2K and Sin & Punishment ran at 30 fps, the rest of them ran below that
 
Panajev2001a said:
The N64 had only one real problem, the 4 KB Texture Cache, besides the latency of the main RAM.

It was potentially the fastest hardware of the three if it had a better main RAM in terms of latency.

In addition to what other said, sound was also a problem, since it directly affected what you had on screen. The N64 would have been better off with the $2 sound chip of the SNES thrown in.
 
What has happened since 1990 that has made Nintendo put sound quality on the backburner? The Super NES had excellent sound quality for the time, but everything after that has pretty much sucked.
 
World Driver Championship
Shadowman
Banjo-Kazooie
All-Star Baseball 2000
Turok: Rage Wars
Top Gear Overdrive

I think those are great examples of how much better some N64 games looked over the PSX. Sharp resolution and good framerates, tons of geometry on screen (for pre-DC).
 
Saturnman said:
All it needs is a vibrator to make the experience of acquiring another generic family car complete. That game is all about cars and you have to give the player a little joy before he has to race the same courses against opponents with no AI whatsoever and win pointless licenses for the next few hours. :)

Although I agree with you that the one flaw GT had was its underwhelming AI, GT4 apparantely has completely overhauled AI.

Anyway, the game is as close to perfection as possible without the perfect AI.
 
snapty00 said:
What has happened since 1990 that has made Nintendo put sound quality on the backburner? The Super NES had excellent sound quality for the time, but everything after that has pretty much sucked.
GameCube and DS seem to have pretty decent audio solutions... it was only N64 and GBA really which hindered things.


boo7z said:
The game still looks great... DS port please Square Enix. :)
 
wasn't the snes sound chip a sony design? in fact, wasn't kutaragi directly involved with it?
 
Yes, it was.

There were many similarities with the sound chip found in the PSOne. Games that had true chip-generated music sounded SNES-ish, Tohshinden in particular.
 
Toshinden 1&2 were actually Redbook audio. Not sure about the 3rd and 4th games as I never owned them.
 
Doom_Bringer said:
If you play PSX and N64 games on emulator they look incredible! For example:

PSX
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N64
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