Soul Calibur remake on DS?

sonic4ever said:
No, Iknow Engleish.
I just make mistakes often becuase: I don't know how to type well. I have bad badeye sight, and I don't proof read what I write on message boards often.
Plus tonight I am tired at the moment.

Oh, sorry. Didn't mean it as a dig.
 
One thing I find funny about the NDS haters, is just because the launch game is Super Mario 64, they assume the power of the system is N64 graphics. The game looks damn good in motion, and screenshots I have seen for Madden and pretty much all the other games don't do the system justice at all. I'm not a PSP basher, I'm enjoying that handheld very much as well, loading times are a HUGE factor to me more, and I dont understand why other people over look this.

But the point is the NDS CAN handle Soul Calibur very well. Its not going to be as polished as the Dreamcast's version. But I have no doubts in my mind this system is not capable of it.
 
SanjuroTsubaki said:
One thing I find funny about the NDS haters, is just because the launch game is Super Mario 64, they assume the power of the system is N64 graphics.

I think this has to do with the specs of the system, actually. Even the most optimistic don't think the DS is anymore powerful than something halfway between a PS1 and Dreamcast.
 
Granted I'm not saying its the most powerful handheld system. But being in between the PS1 and the DC, with great sound quality, no loading times, and not having a devoloper really take advantage of the software yet. There is much more potential I believe in the NDS.

The PSP, like I said in the past, needs their developers to make loading times as minimal as possible, and come out with great games. So far the only advantage to the PSP I have seen in terms of games is sports, somthing that Nintendo's handheld has always been lacking. Other than that both look bleak in terms of games and needs more updates, and information on when the after launch swarm of games should be arriving.
 
I'm starting to think that some folks don't even try to read posts; rather, they skim through them, looking for "hot points" to rebut.

I'm sorry guys, but I never said that the DS marketshare dwarfs that of the PSP... I said that if the DS marketshare dwarfs that of the PSP, it wouldn't matter if the PSP was more powerful. I was just trying to say that publishers don't really care which system is the most powerful or most "capable" of presenting a game to the world -- they just care about which system(s) bring them profit when they publish. The DS being underpowered would not stop Namco from a port of any game in their library.

Yes, the Neo Geo cost loads more than the SNES or Genesis, but it still serves to prove my point, which is that system power is not the point which determines a game's publication. The Neo Geo failed to achieve any marketshare worth mentioning, which meant that it received few games. If the DS dwarfs the PSP in sales (or if the PSP dwarfs the DS in sales), then I can see Namco taking that into careful consideration when choosing a platform for game development.

dark10x said:
Of course, it's not as if the PSP has failed or something. It's just getting started. You make it sound as if it is not a viable platform...
ourumov said:
There is a slight difference. Neogeo was a system for rich people. The prices were 7-10 times greater than in the SNES/MD case. Besides the lineup soon became pretty genre-specific.
Lyte Edge said:
The DS markerhare "dwarfs" the PSP? The PSP has been out in Japan for less than a month. Give it time. If you think that the PSP isn't going to reach huge numbers you're kidding youself. :P

Except that the difference here is that the SNES and Genesis games were priced at $50-$60, where as Neo-Geo carts went for $200+ back then.

Currently, the PSP sells for a little under $200, and the $DS is $150. That's not a huge difference in price. DS games go for $30-$40 each. PSP games in Japan are around $50 each and should cost around $40 each when released here. That's also not a huge difference.

I don't have a system bias.
Agent X said:
Also, your comment about marketshare doesn't make sense. Without going into depth on the situation, I'll just remind you that the PSP is behind because it came out later than the DS, and supply is currently constrained. It's not as though the PSP is languishing on the shelves. By your logic, anyone who is bothering to make a DS game should cancel those games and make those games for Intellivision instead, because more people on Earth currently own the Intellivision than the DS.
sonic4ever said:
That is a BAD analogy. The Neo Geo was much more expensive then both the Genesis and SNES. The price for both the Neo Geo systems and the carts held it back. The price between the nintendo DS and PSP is not to different, and neither are the games.
 
DavidDayton:

I'm starting to think that some folks don't even try to read posts; rather, they skim through them, looking for "hot points" to rebut.

Of course not, they just see "DS" "Marketshare" "dwarfs" "PSP" then they initiate damage control mode. :)

BTW, I agree with your point and I was thinking the same thing. We have enough historical precedent to state that IF the DS ends up selling substantially more than the PSP it certainly won't matter (from the pov of publishers) that the latter is more powerful.
 
DavidDayton said:
I'm starting to think that some folks don't even try to read posts; rather, they skim through them, looking for "hot points" to rebut.

I tried to warn them they misunderstood you! They ignored me too! ;_;
 
Diffense said:
DavidDayton:



Of course not, they just see "DS" "Marketshare" "dwarfs" "PSP" then they initiate damage control mode. :)

BTW, I agree with your point and I was thinking the same thing. We have enough historical precedent to state that IF the DS ends up selling substantially more than the PSP it certainly won't matter (from the pov of publishers) that the latter is more powerful.

At this point, comparing the two is akin to comparing the DC to the PS2 in June of 2000. Once the PSP has (1) launched in the US and (2) is not limited by production constraints, we'll see how things shake out.
 
The End said:
At this point, comparing the two is akin to comparing the DC to the PS2 in June of 2000.
WEll, excpet that DS and PSP are rather even for software support. How many EA or Square games did Dreamcast get? ;)
 
jarrod said:
WEll, excpet that DS and PSP are rather even for software support. How many EA or Square games did Dreamcast get? ;)

Also worth noting that the DC was the successor of the Saturn, pretty much the biggest loser in the PSX/Saturn/N64 battle. The DS is a step up from the GBA, the king of every previous portable war. This will be an interesting fight to say the least. :)
 
OmniGamer said:
What's wrong with it coming out on the DS? There's a difference between liking nice graphics, and being a "whore" about it, hence the term. I mean, as long as the frame rate is high, the animation is fluid, good model/texture detail etc, then it shouldn't detract from the GAMEPLAY. Unless it's not a fighting game and merely a tech demo...or unless some people are prone to rapidly pausing a handheld fighting game to just stare and gawk at it's beauty. How about we not doom it to ugly red-headed stepchild status prematurely...Namco is a competent developer...let's see what they do with the hardware(if "they" are the ones doing the program, and it's not outsourced).

There is nothing wrong with it coming to the DS if it can at least match (if not surpass) the arcade version in every way possible. If not then don't bother, but let's wait and see as you said in order to be fair. :)
 
The DS is somewhere between a PSX and N64, right? I don't see why it couldn't pull this off. Even if they had to sacrifice some of the alread sparse bgs, it wouldn't hurt things too much. Should look better than the arcade version, as noted. Still, given the running joke that is RRDS, I'm not holding my breath on this looking any less than ass. And God knows why they'd even bother. Meh, good for the DS though. PEACE.
 
Pimpwerx said:
The DS is somewhere between a PSX and N64, right?
In some ways, in others it bests both platforms. Overall, it's a better rounded machine than N64, PS1 or Saturn. Roughly...

3D Rendering
PS1 > DS > N64 > Saturn

3D Effects
N64 > DS > PS1 > Saturn

2D Graphics
Saturn > DS > PS1 > N64

RAM
DS > Saturn > PS1 > N64

Audio
Saturn > PS1 > DS > N64

Ease of Development/System Balance
DS > PS1 > N64 > Saturn
 
btrboyev said:
actually the DS can render polygons way better than the ps1 could..it just can't display as many.
Well, I was dealing with numbers... though the old specs for last gen consoles are misleading. Sony stated 360k polygons per second and Sega stated 200k quads per second... but those are peak figures that neither platform ever came close to. For example, Tekken 3 (a late term, visually advanced PS1 game) only moved about 85k pps. Nintendo's given far more realistic, attainable specs for N64 (100k pps) and DS (120k pps). I suspect DS may actually best PS1 in raw polycounts too.
 
How is the Saturn better then the PS1 in sound? Maybe going purely by specs, but the horror of the sound and music quality in the VF2 port won't be easily forgotten.
 
jarrod said:
In some ways, in others it bests both platforms. Overall, it's a better rounded machine than N64, PS1 or Saturn. Roughly...

2D Graphics
Saturn > DS > PS1 > N64


I heard that the saturn version of SotN has a horrible framerate. Is it true? And is it because it's a port, right?
 
Miburou said:
How is the Saturn better then the PS1 in sound? Maybe going purely by specs, but the horror of the sound and music quality in the VF2 port won't fade away that easily.
I am going purely off specs actually. The Saturn's Yamaha sound chip was higher clocked and more flexible than PS1's (it was even used in some games like Shining Force III for extra visual processses) and it had more hardware sound channels (32 to 24 iirc). In reality, the specs didn't make much difference, but then again the DS' ARM7 could probably handle the audio in any PS1/Saturn game too. If we're looking at actual real world performance it's probably more like Saturn = PS1 = DS > N64 for audio.


SantaCruZer said:
I heard that the saturn version of SotN has a horrible framerate. Is it true? And is it because it's a port, right?
Yep, the original was very PS specific and used alpha transparencies (which Saturn didn't support). The port was also outsourced to a different team (KCEN).
 
Didn't the N64 have liked 8MB of RAM after the Expansion Pak upgrade?

I just can't see Star Wars: Rogue Squadron or Turok 2 running on the Playstation or Saturn.
 
soundwave05 said:
Didn't the N64 have liked 8MB of RAM after the Expansion Pak upgrade?

I just can't see Star Wars: Rogue Squadron or Turok 2 running on the Playstation or Saturn.

No kidding. Rogue Squadron looks stunning for an N64 game.
 
Castlevania SOTN doesn't have a horrible frame rate. It DOES, however, suffer from bad slowdown at certain points during the game, and transparancy effects like Alucard in mist form look horrible.

I'm sure if the KCEN team had taken the time to optimize SOTN, it would have ended up a better game than the PSX version, especially if they gave Maria and Richter actual storylines and added more areas.

DavidDayton said:
Yes, the Neo Geo cost loads more than the SNES or Genesis, but it still serves to prove my point, which is that system power is not the point which determines a game's publication. The Neo Geo failed to achieve any marketshare worth mentioning, which meant that it received few games.

The Neo-Geo was always meant to be a specialized system targetted at a specific audience, wanting the arcade experience at home, right from the start. The reason it doesn't work to compare to the Neo-Geo/SNES and Genesis PSP/DS is due to the HUGE difference in pricing of software titles, distribution in stores, advertising, etc.

Had the Neo-Geo been exactly the same hardware with prices in the $50-$60 price range for games, things could have been very different and they might have actually gotten third parties to jump on. But PSP systems don't cost twice as much as DS systems, and the games certainly don't cost $200+, so it doesn't work.

In the Neo-Geo's case, developers knew there was no way they'd get enough profit out of making software for the system, as its incredibly high prices meant an incredibly small userbase. I realize the point you are making about system power, but with the PSP and DS, it's a completely different story. There's no way that the PSP is going to achieve a small marketshare with its pricing and game line-up.
 
soundwave05 said:
Didn't the N64 have liked 8MB of RAM after the Expansion Pak upgrade?

I just can't see Star Wars: Rogue Squadron or Turok 2 running on the Playstation or Saturn.
Okay... did a little research for RAM, seems I was slightly off...

Nintendo 64
-4.5 MB Unified RAM (Rambus DRAM)
-4 MB RAM Expansion

Sega Saturn
-2 MB Main RAM
-1.54 MB Video RAM
-540 KB Audio RAM
-540 KB CD Buffer
-256 KB (x2) Dual Frame Buffers
-512 KB Texture Cache
-1 MB RAM Expansion (SNK)
-4 MB RAM Expansion (Capcom)

PlayStation
-2 MB Main RAM
-1 MB Video RAM
-512 KB Audio RAM
-256 KB CD Buffer
-4 KB Instruction Cache
-1 KB Data Cache

Nintendo DS
-4 MB Main RAM
-656 KB Video RAM
-32 KB Shared (16 KB x2) ARM9/ARM7 RAM
-64 KB ARM7 Internal Intruction RAM
-8 KB Instruction Cache
-4 KB Data Cache
 
DavidDayton said:
I'm starting to think that some folks don't even try to read posts; rather, they skim through them, looking for "hot points" to rebut.

I'm not sure you really read my post, either. After all, you omitted the final line that I wrote:

Agent X said:
The size of the user base is usually not the sole determining factor in deciding whether a game is created for a particular platform.

Key words here are "sole determining factor."

DavidDayton said:
I'm sorry guys, but I never said that the DS marketshare dwarfs that of the PSP... I said that if the DS marketshare dwarfs that of the PSP, it wouldn't matter if the PSP was more powerful. I was just trying to say that publishers don't really care which system is the most powerful or most "capable" of presenting a game to the world -- they just care about which system(s) bring them profit when they publish.

Sure, all of them want to make profit. That doesn't mean that they should develop only for the single most popular system, and ignore other systems.

DavidDayton said:
The DS being underpowered would not stop Namco from a port of any game in their library.

On the contrary, it would stop them if it meant that they'd be compromising the creative vision that the designers intended.

As I said above, developers don't automatically gravitate towards the system with the largest user base, solely because it has a large user base. There have been cases where developers deliberately chose not to bring a game to a popular platform, because the developers felt that particular hardware wasn't going to do proper justice to the game as they envisioned it. They didn't want to release a half-baked product, because they risk ruining the reputation of the game series, or even the developer or publisher as a whole.

Also, another point I made in my earlier post (which again you conveniently snipped) is that there are several people here who clearly feel that the PSP would be a better fit for Soul Calibur than the DS, and therefore would like to see it on that system. They're not advocating that Namco kill development of the DS version, just petitioning that another version also be produced for the PSP alongside it.

DavidDayton said:
Yes, the Neo Geo cost loads more than the SNES or Genesis, but it still serves to prove my point, which is that system power is not the point which determines a game's publication.

True, it's not the sole determining factor...but neither is system popularity, which was my point. Both of those are factors, and there may be others as well.

On the other hand, I'm sure that system power came into play when deciding why many of the games that were made for SNES and Genesis came out on those particular systems, and not the NES which was more popular than either of them and was also marketed alongside those systems for several years.
 
jarrod said:
3D Rendering
PS1 > DS > N64 > Saturn

3D Effects
N64 > DS > PS1 > Saturn

btrboyev said:
actually the DS can render polygons way better than the ps1 could..it just can't display as many.


I thought we determined in that thread when the rumor first surfaced that PS1 in reality only could render around 120,000 triangles per second. This was months ago IIRC.
 
jarrod said:
For example, Tekken 3 (a late term, visually advanced PS1 game) only moved about 85k pps.
AFAIK, Tekken 3's character models were reduced from 1,500 polys (arcade) to 1,000 (home version), so it's more like 120,000 pps + backgrounds. A little over 2,000 polys per frame @ 60fps sounds about right for Tekken 3.

Using your figure, Tekken 3' character models would be made out of 500 polygons each, which would be comparable to Lara Croft's model in the TR games.


On-topic:

You can have a nice looking Soul Calibur port running on the DS (arcade version, not DC), image resolution aside. It's not like the arcade board is state of the art tech; it's just a faster PSone with more memory, which sits well with DS' 3D capabilities. Of course, if you're expecting something like the home versions you'll end up highly disappointed. If you're looking for that, wait for the more than probable SC PSP.

Anyway, we should wait for someone to confirm this news. Until then, all this speculation is pointless.
 
Shogmaster said:
I thought we determined in that thread when the rumor first surfaced that PS1 in reality only could render around 120,000 triangles per second. This was months ago IIRC.
It was? 120k sounds a bit low actually? :/

I wonder what Saturn's "real" figure was then (200k quads quoted)? And is 100k for N64 realistic?


Aizu_Itsuko said:
AFAIK, Tekken 3's character models were reduced from 1,500 polys (arcade) to 1,000 (home version), so it's more like 120,000 pps + backgrounds. A little over 2,000 polys per frame @ 60fps sounds about right for Tekken 3.

Using your figure, Tekken 3' character models would be made out of 500 polygons each, which would be comparable to Lara Croft's model in the TR games.
My figure comes from an emulator actually running PSX Tekken 3, counting each polygon. The game fluctuated from 80-90k pps in actual gameplay iirc.
 
jarrod said:
My figure comes from an emulator actually running PSX Tekken 3, counting each polygon. The game fluctuated from 80-90k pps in actual gameplay iirc.
That helps.

I acknowledge that most Psone titles pushed less than 100,000 pps in actual gameplay, but it still seems a little on the low side for this title. We need to know how the emulator actually counts those polygons to be sure, but if the number is correct, then most titles released that gen (PSone, N64, Saturn) were pushing even less.
 
Aizu_Itsuko said:
That helps.

I acknowledge that most Psone titles pushed less than 100,000 pps in actual gameplay, but it still seems a little on the low side for this title. We need to know how the emulator actually counts those polygons to be sure, but if the number is correct, then most titles released that gen (PSone, N64, Saturn) were pushing even less.
Yeah, I was surprised too. Last gen games were pushing far less polygons than I expected, if DS can do 120k in real world situations (4M verticies), it shouldn't have any problem with any last gen ports. Even high end arcade hardware like Model 2 only boasts 900k verticies iirc.

To expand on the emu question, I didn't do the tests myself, someone else on the board did. I think it might've been jett and I remember him providing screens for proof. I'd be curious to see what other high end PS1/Saturn/N64 games pushed.
 
When you shrink those screen captures of the arcade version of Soul Calibur down to the size of the DS screen(s), it looks much better. Hopefully Namco will get it looking even a bit better...

soulcalibur128gq1zi.jpg
soulcalibur139sr4so.jpg


soulcalibur141la0fh.jpg
soulcalibur154ss5vx.jpg
 
heavy liquid said:
When you shrink those screen captures of the arcade version of Soul Calibur down to the size of the DS screen(s), it looks much better. Hopefully Namco will get it looking even a bit better...

soulcalibur128gq1zi.jpg
soulcalibur139sr4so.jpg


soulcalibur141la0fh.jpg
soulcalibur154ss5vx.jpg

This is definitely possible on the DS. It's possible to enhance the visuals a bit too, actually.
 
jarrod said:
It was? 120k sounds a bit low actually? :/

I wonder what Saturn's "real" figure was then (200k quads quoted)? And is 100k for N64 realistic?



My figure comes from an emulator actually running PSX Tekken 3, counting each polygon. The game fluctuated from 80-90k pps in actual gameplay iirc.


Since Tekken 3 is a late PSX game by Namco doing only 85K, 120K max sounds about right, no?

I think the Saturn probably only managed around 50~75K Quads.




heavy liquid said:
When you shrink those screen captures of the arcade version of Soul Calibur down to the size of the DS screen(s), it looks much better. Hopefully Namco will get it looking even a bit better...

soulcalibur128gq1zi.jpg
soulcalibur139sr4so.jpg


soulcalibur141la0fh.jpg
soulcalibur154ss5vx.jpg

Careful there. You took arcade images running around 512x400 and shrunk that down. Your example is downsampled from too high of a res source. on DS's 256x192 screen, it will look FAR less detailed. Far far less.
 
Shogmaster said:
Since Tekken 3 is a late PSX game by Namco doing only 85K, 120K max sounds about right, no?

I think the Saturn probably only managed around 50~75K Quads.
Yeah, it sounds about right... I was just surprised how low everything was. What about N64 is 100k realistic, or inflated like Sony/Sega's numbers? I'm guessing the 120k figure for DS is realistic though, given the 4M verticies figure along with it (and Nintendo's move to "real world" specs after hyping N64).
 
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