sonycowboy
Member
Wow.
This thing has gotten knocked around in review scores, but I didn't pay any attention to the talk about the graphics. This has got to be a serious paintjob on this sucker.
Lots of more good PSP GDC Europe stuff at the link
http://www.gamasutra.com/php-bin/news_index.php?story=6382
This thing has gotten knocked around in review scores, but I didn't pay any attention to the talk about the graphics. This has got to be a serious paintjob on this sucker.
Lots of more good PSP GDC Europe stuff at the link
http://www.gamasutra.com/php-bin/news_index.php?story=6382
Froggatt explained that MediEvil Resurrection (a launch title for Europe, but not released in the U.S. until September 13th) was based on the engine used for the studios previous PlayStation 2 titles Primal and Ghosthunter. The process of converting the engine for use on the portable was described as relatively easy, but with some unforeseen issues.
One of the first problems was that although the CPU (referred to by Sony as Allegrex) had a potential clock speed of up to 333MHz it was limited by the firmware to just 222MHz, making it functionally around a third of the speed of the PlayStation 2. Memory performance was also described as not great at between a half and one third of the PlayStation 2, with an ineffective scratchpad also coming in for some mild criticism.
Froggatt also warned about the FPU (Floating Point Unit) whose IEEE754 compliance makes it notably different to the PlayStation 2, resulting in a large number of exceptions being generating when first porting over PlayStation 2 code. The Vector FPU was said to be more comparable to the PlayStation 2, with the relatively minor differences being negated by its easy of use. The Graphics Engine (GE) was described as less flexible than the PlayStation 2 at a geometry level, but more flexible at a pixel level. One of Burrows most important gotcha warnings though related to clipping problems with the GE, which his team had solved only by implementing their own full 3D clipping system.
Froggatts final warnings were of a less technical nature, but he considered them no less important. According to his experience the sudden turning on or off of the network switch on the console caused numerous problems at the QA stage, with Burrows likening it to the new memory card for TRC fails. He also warned developers to beware of the Hold button, which disables the PSPs button inputs and which had wasted many hours of development when switched on accidentally.