Freeburn said:Well, not what I expected.... is this really better than Athlon XP and a 9600XT? Or more like TNT?
Perhaps work-in-progress and all that, but I remember the demo of the game to promise much more.
(Note, there is a point to this parody, see if you can spot it...)
radioheadrule83 said:Yeah, I think these shots show ten times the gameplay potential of the Metal Gear Acid screens for example... I like the look of it! Whos making it?
daMandus said:Perhaps you're making fun of the fact that I rememberd the game to look much better than it really did? Other than that you are paraphrasing my post to make me look stupid, but that's so obvious that you don't need to point it out.
cybercrash said:That looks awful... Either the PSP has been overhyped and the technology really isn't anything special or these developers are making very little use of the PSP's strengths.
Freeburn said:My point was aimed at your "Well, not what I expected.... is this really better than PlayStation and close to PS2?" line, and the fact that you cannot take one or two titles and/or developers and extrapolate ANYTHING about a platforms performance limits from such a limited sample. Some titles just do not need to have all the latest bells and whistles for one, and not all developers are equal for another. (and this is just scratching the surface of reasons why such exercises are futile and pointless.)
Yeah, thank God DS has that 8x FSAA and it showsLots of aliasing.
Marconelly said:No signs of shimmering and other nastiness.
How do you know those tiles aren't all polygons?Have you even looked at the track? There's texture aliasing everywhere.
TheDrowningMan said:They're probably taking heed of Sony's request & holding back considerably because attempting to harness anything like the system's full power drains batteries in minutes.
Nice design choice, Sony.
However, fact is also that average PSP game budgets are a LOT lower then any of the bigger consoles, so if people expect PS2 production values, they're living in a dream world.
DarthWufei said:Why does the game all of a sudden explain PSP's graphics quality?
Fafalada said:How do you know those tiles aren't all polygons?
Anyway,
going off topic here (since it has nothing to do with this particular game) - I don't know what Sony has been saying about level of PSP graphics or whatever, but I do know that the system does plenty of things nicer then the PS2 (Inspite the herecy of using fixed function geometry hardware).
However, fact is also that average PSP game budgets are a LOT lower then any of the bigger consoles, so if people expect PS2 production values, they're living in a dream world.
I'm not questioning the power or functionality of the hardware but the games simply haven't impressed me so far. Don't get me wrong. The graphics are easily the best seen on a portable but considering the specs I don't think it's unreasonable to expect a lot more.
I actually did consider that but it doesn't seem likely.
Panajev2001a said:If you use the VFPU, how do you bypass the GPU's T&L unit ? What does this mean for multi-texturing (if polygons are T&L by the VFPU) ?
People are complaining because the PSP should be able to do much better. It's perfectly understandable that not every game is going to max out the PSP but so far no game has really delivered the kind of graphics the hardware has potential to do. Until something truly spectacular is shown some ppl (including me) will continue to wonder what's up.neptunes said:Then why are people complaining?
cybamerc said:People are complaining because the PSP should be able to do much better. It's perfectly understandable that not every game is going to max out the PSP but so far no game has really delivered the kind of graphics the hardware has potential to do. Until something truly spectacular is shown some ppl (including me) will continue to wonder what's up.
Why would they start modelling the tiles when they didn't in the old version? Look at the fine lines between the tiles... did they model those as well. Look at the balls. And unless the whole track is supposed to be able to fall apart what's the point in modelling the tiles?Panajev2001a said:Why wouldn't that be a likely explanation ?
Ok, I officially know that you're not human, or at partly insane now Noone normal could possibly love object/world space clipping...Panajev said:I would love if you could do object/world space clipping
Every T&L GPU I've seen to date(no you're not getting me to talk about PSP GPU directly ) can accept pretransformed polys. It just means skipping the T&L part of the pipeline, not rocket scienceIf you use the VFPU, how do you bypass the GPU's T&L unit ?
Oh I agree with that - but consider for a moment the games you've been seeing.Cybamerc said:The graphics are easily the best seen on a portable but considering the specs I don't think it's unreasonable to expect a lot more.
DarthWufei said:Wait wait wait wait, we've seen games like MGS:ACiD and the graphics are pretty top notch for a handheld. Why does the game all of a sudden explain PSP's graphics quality?
Come on guys, I love the DS as well, but this is just silly.
Fafalada said:Ok, I officially know that you're not human, or at partly insane now Noone normal could possibly love object/world space clipping...
Every T&L GPU I've seen to date(no you're not getting me to talk about PSP GPU directly )
[...] can accept pretransformed polys. It just means skipping the T&L part of the pipeline, not rocket science
Bluemercury said:MGS:Acid is nothing special compared to MGS 2 and TTS, but well there was someone here who believed that snake's model in Acid was better than the Snake in the TTS....so i guess pple tend to see things diferentely.
Hmm, what's the VFPU used for, then?(Inspite the herecy of using fixed function geometry hardware
The reason I said that though, is because I have first hand experience with writting object space clipper, and it's not really all that fun.Panajev said:My Computer Graphics teacher had the same look on his face when I asked him to help me a little with such an idea: he kinda liked the challenge too .
I have half a mind to do just that, let any polygons that are too big get thrown away, blink on screen, and then blame the GPU designer for it. Or at least, I'd be tempted to do that and shove it into the face of the guy that said "2048 is guardband is "big".Clipping is only done on the fron-plane and if you pass the guard-band you polygons gets thrown away.. is everyone going to tessellate the geometry to such a level that the problem becomes a non-issue ?
And I have no problem discussing what has been said on those presentations. But not what has NOT been saidOh come on, the TGS is almost there and we had three, I repeat three technical presentations about the system specs .
Oh no don't get me wrong, VFPU is a work of artMarconelly said:Hmm, what's the VFPU used for, then?
No, no. I meant, if the T&L is completely fixed function, what do you use that VFPU for? It's a vector FPU, after all :\And that remark was just my personal bit - fixed function hw is better for portable segment from economical standpoint in pretty much every way - easy to work with is their ticket, not fancy bullet point featuresets.