dark10x said:I don't think the DS is even capable of handling the System 12 version at full speed...
I'm glad YOU don't THINK so, but how about some hard facts that are not random guesses as technology and your perception of it's use.
dark10x said:I don't think the DS is even capable of handling the System 12 version at full speed...
I am having a bit of deja vu, you are about to get owned.JScott said:I'm glad YOU don't THINK so, but how about some hard facts that are not random guesses as technology and your perception of it's use.
JScott said:How do you figure? No one has any idea what a system can or can't do with what games or what developer. Anyone saying "this can't happen because of X" is out of line, unless they are a developer for said system.
Bluemercury said:Well Soul Edge runned on the ps1 based namco system right?If yes i cant see why namco couldnt do "perfect" port.....
JScott said:This is due to both new compression technologies and techniques, and the fact that the less complex that textures, character models, and environments are, the less space they consume. Since the DS's screen resolution is quite a bit smaller than a TV's resolution, that means lower res textures and less polygons can be used to create highend visuals.
-Original Post
The screen is smaller so you obviously don't need as many polygons per second...they even went as far to say that.
doncale said:the DS would be very lucky to get a halfway decent conversion of the System 12 arcade Soul Calibur. the DC version would utterly be impossible. Soul Edge though, is probably doable as i said before.
jarrod said:If PS1 could handle a decent version of Tekken 3, why's everyone doubt Soul Calibur being possible on DS. Of course an exact port is out of the question, but why couldn't something as commendable as the PS1 T3 port be happening?
So... how many triangles were used in T3 PS1?Shogmaster said:Cause PS1 could render more than 120,000 triangles per second.
jarrod said:So... how many triangles were used in T3 PS1?
You have to understand that regular game must come out for the system, or there would be none. Just because there's a second screen doesn't mean we can't get standard games like Soul Calibur. It's there for the developers to use it how they wish. Or if they wish.Scalemail Ted said:I don't understand how Soul Calibur would take advantage of the DS' functonalities.
The real benefit I always saw for the DS was using the 2nd touch screen as a customizable keypad designed specifically for individual games. A developer could now design an interface made best to suit a game as opposed to trying to suit it to the pre-defined button layout on the system, an example would be the submarine demo; with all its speciality guages and dials.
Yeah, I've heard quotes of Sys12 being around 500k pps... 360,000 was PS1's theoretical textured maximum iirc (what Sony stuck on spec sheets). Still I'm not sure PR polygon specs are the best way to judge the viability of a potential SC port. Saturn was rated 200k pps by Sega, yet I bet DS could handle a better VF2 port than it managed... looking at the 60fps Mario 64x4 or Sonic DS, I think DS could do an excellent SC port, maybe going for 2D bgs like the 32bit ports of VF2 & T3...Shogmaster said:Probably maxxed out PS1. Well over 240,000 I'd guess.
Some would even say that PS1 could do 360,000 and the System 12 is more like 500,000 so I'm probably being way too conservative with my figures.
jarrod said:Yeah, I've heard quotes of Sys12 being around 500k pps... 360,000 was PS1's theoretical textured maximum iirc (what Sony stuck on spec sheets). Still I'm not sure PR polygon specs are the best way to judge the viability of a potential SC port. Saturn was rated 200k pps by Sega, yet I bet DS could handle a better VF2 port than it managed...
looking at the 60fps Mario 64x4 or Sonic DS, I think DS could do an excellent SC port, maybe going for 2D bgs like the 32bit ports of VF2 & T3...
Why exactly? Are you also saying a N64 VF2 would've had to drop to 30fps? Would Saturn's 200k quads per second effectively mean it had more geometry pushing power than the 360k pps PS1? Why are these arbitrary PR trigangle figures so important when DS has dispayed prelaunch demos that absolutely slaughter anything PS1, Saturn or even N64 boasted at a similar timeframe in their lifecycles? Why didn't Sega or Sony have anything as good looking as Mario Kart DS, Sonic DS or Mario 64x4 in 1994?Shogmaster said:I highly doubt it. Those 200,000 of Saturn's were quads. Saturn VF2 on DS would have to give up 60FPS.
Sure I am... polycounts would likely be comparable to 32bit console 60fps fighters like DOA, Tekken 3 or Last Bronx, using similar tricks like 2D backgrounds to keep the models somewhat comparable to arcade stuff. DS (4.64+ MB) also has more total system RAM than PS1 (4.03MB) and likely close to Saturn (6.09MB). DS cards start at 128MB, which is only a quarter what PS1/Saturn CDs carried and comparable to what arcade boards boasted for games around that time. So why would DS be incapable of handling SC's geometry or animation data as compared to the 32bit consoles of the day? Why could PS1 handle Tekken 3 and DS can't handle Soul Calibur?Shogmaster said:Most folks wouldn't call that an "excellent SC port". Besides, you are not talking into account things like geometry and animation data. You can only compress so much.
jarrod said:Why exactly? Are you also saying a N64 VF2 would've had to drop to 30fps? Would Saturn's 200k quads per second effectively mean it had more geometry pushing power than the 360k pps PS1? Why are these arbitrary PR trigangle figures so important when DS has dispayed prelaunch demos that absolutely slaughter anything PS1, Saturn or even N64 boasted at a similar timeframe in their lifecycles? Why didn't Sega or Sony have anything as good looking as Mario Kart DS, Sonic DS or Mario 64x4 in 1994?
Sure I am... polycounts would likely be comparable to 32bit console 60fps fighters like DOA, Tekken 3 or Last Bronx, using similar tricks like 2D backgrounds to keep the models somewhat comparable to arcade stuff.
DS (4.64+ MB) also has more total system RAM than PS1 (4.03MB) and likely close to Saturn (6.09MB). DS cards start at 128MB, which is only a quarter what PS1/Saturn CDs carried and comparable to what arcade boards boasted for games around that time.
So why would DS be incapable of handling SC's geometry or animation data as compared to the 32bit consoles of the day? Why could PS1 handle Tekken 3 and DS can't handle Soul Calibur?
Shogmaster said:Do you really belive that any of the DS demos slaughtered anything on the PS1, Saturn and N64? I need a bigger fucking rolleyes than my 19" monitor can display. I held just about everyone of those demos in my hand. They destroyed GBA, but that's about it.
kitchenmotors said:The Sonic demo blew away anything I've seen on any 32/64 bit system.
Shogmaster said:Better than say wipeout XL/3? F-Zero 64? Gran Turismo 2? Remember, the demo was just a small closed loop and Sonic running. Expand that to a game, and.....
kitchenmotors said:I dunno, the backgrounds looked pretty nice. The whole demo seemed very smooth. The sense of speed was nice, and the graphics didn't take a hit in order to achieve it (as in F-Zero X).
Shogmaster said:How many hovercrafts were in a typical F-Zero 64 race? And what was the frame rate of F-Zero 64?
Reread what I wrote. Those DS demos definitely blew away Daytona Saturn, Toshshinden and Mario 64....Shogmaster said:Do you really belive that any of the DS demos slaughtered anything on the PS1, Saturn and N64? I need a bigger fucking rolleyes than my 19" monitor can display. I held just about everyone of those demos in my hand. They destroyed GBA, but that's about it.
Close enough. I was pretty happy with VF2 on my Saturn anyway.Shogmaster said:Then IMO, they are no longer "excellent" ports. More like hack jobs.
And again, do we really have meaningful ploycount info? Nintendo saying 120k pps for DS couldn't be in line with them also saying giving a conservative 100k pps for N64 or 6-12M pps for GameCube? Has Nintendo ever given theoretical polycounts, like PS1's 360k textured or Saturn's 200k textured/500k flat? So why make direct comparsions? Why not compare software to get an idea of each systme's ability to handle arcade ports?Shogmaster said:This is fine for everything except for polycount, which directly effects frame rate.
PS1's 240,000 ish tris/sec is much close to System 12's 360,000 ish tris/sec than DS's 120,000 ish tris/sec. If you are willing to take super reduced geometry on everything, you can have your 60FPS PS1 version of Tekken 3.
Would you also say then PS1 is incapable of a 'good' version of SC?Shogmaster said:But SC probably contains alot more animation data and such for 4MB IMO. You'd have to give up more than just geometry complexity to get System 12 SC on DS. You'd probably have to settle for reduced movelist and/or choppier animation.
kitchenmotors said:What was it, like 25 cars? And 60 fps. But, those cars were made of very few polygons. The Sonic demo has a very high polygon Sonic, possibly containing more polygons than all of the F-Zero X cars combined.
Well that's essentially comparing a 4th generation game engine from a hardware maker to a demo thrown together in a few months by a 3rd party.... and yes it does.Drinky Crow said:That doesn't look much better than the 3D part of Sonic JAM.
jarrod said:Reread what I wrote. Those DS demos definitely blew away Daytona Saturn, Toshshinden and Mario 64....
Close enough. I was pretty happy with VF2 on my Saturn anyway.
And again, do we really have meaningful ploycount info? Nintendo saying 120k pps for DS couldn't be in line with them also saying giving a conservative 100k pps for N64 or 6-12M pps for GameCube? Has Nintendo ever given theoretical polycounts, like PS1's 360k textured or Saturn's 200k textured/500k flat? So why make direct comparsions? Why not compare software to get an idea of each systme's ability to handle arcade ports?
Would you also say then PS1 is incapable of a 'good' version of SC?
Also, would DS cards have any advatange over PS1 CDs in this area (for memory retrival and use)?
Drinky Crow said:That doesn't look much better than the 3D part of Sonic JAM. Man, DS 3D graphics are oooooogly.
Those DS demos definitely blew away Daytona Saturn, Toshshinden
explodet said:
You're breakin' my balls, jarrod! You're breakin' my balls!
neptunes said:
The DS aint that bad.
I just wish it had texture filtering, cause those textures could kill a man.
dark10x said:I know you'd like to believe it, but you're not special. I didn't even notice that I had replied to a post of yours, to be quite honest. I reply to MANY people on a daily basis.
Shogmaster said:Probably maxxed out PS1. Well over 240,000 I'd guess.
jett said:Hehe, way off. How does 60000~120000 per second sound? One of the very first PSX emus displayed the number of polygons per frame. I remember than when I ran Tekken 3 it usually hovered between 1000 and 2000 polys per frame.
I'm sure the DS could do a respectable port of the System 12 rev of Soul Calibur.
Sorry, blew away the pre-release demos of Daytona Saturn, Tohshinden and Mario 64... we've already seen an Mario 64 shot comparison before (and M64 was a visual marvel at the time), DS is way ahead already. Take a look back at what PS1/Saturn software looked like in mid 1994 and we'll see how far I'm off...Shogmaster said:FUCK no. Those demos were really limited in scope. Those games are fully realised game. Sorry. You are way off there.
Can you give me an insightful reason why for all those? Besides PR polycounts?Shogmaster said:I was too, because it retain decent character models and exact moves, animations, and frame rate. DS won't have all of those.
And what was Nintendo's quote of 100k pps for N64? Also high upper end achievable figures? Mario 64x4 anyway seems to one up the original in terms of geometry (and at 60fps) for an early comparison of DS to N64...Shogmaster said:Until we get exactly the same software on all platforms to compare, it's all up to speculations anyways. Besides, 360K for PS1 and 200K for Saturn aren't rediculous theoretical figures like 66M for PS2 and 150M for XBox. More like extreme high upper end achievable figures (especially for Saturn).
Even with PS1's extremely limited (moreso than DS) RAM pool? DS couldn't hope to manage that amount of animation data but an even more RAM starved PS1 would only give up slightly in that area?Shogmaster said:Define "good". I'd say PS1 version of System 12 SC would give up slightly on geometry and animation data. That's not bad. I guess even "good".
So how fast is the DS RAM? As slow as N64? Is this a wasted advantage again? And if not, why bring up N64 at all rather than just answer the question?Shogmaster said:Alot of good that did for N64. Without really fast RAM with tons of bandwidth, that's a wasted advantage IMO.
explodet said:
You're breakin' my balls, jarrod! You're breakin' my balls!
Who said anything about perfectly... I'm just proposing better than PS1. PR be damned.Shogmaster said:Yeesh! Have any idea to get him off my balls?
Fine Jerrod! DS can do DC SC perfectly!! Now get of my testicles!
Nope, but I saw the KJI version of the official movie site.Shogmaster said:Hey, you didn't see the movie already, did ya?
jarrod said:Who said anything about perfectly... I'm just proposing better than PS1. PR be damned.
BARF!!Shogmaster said:I'm with you on that!
Except for the frame rate!