DaCocoBrova
Finally bought a new PSP, but then pushed the demon onto someone else. Jesus.
That wasn't really just the hardware, though. The framerate was a result of the programmers.
No, it was the hardware.
That wasn't really just the hardware, though. The framerate was a result of the programmers.
DaCocoBrova said:No, it was the hardware.
It was probably pushing more than that comfortably. 1,000 quads per frame? Saturn games were measured to be higher, especially those based off the later SGL distributed to developers that AM2 based off their VF2 work.If Saturn VF2 was pushing anymore then 60,000 polys per second, it was a miracle.
3 million is actually quite characteristic of PS2 performance, Sony's Performance Analyzer tests finding most games ranging from 2 to 5 mpps and the upper limit at 7.5 mpps. Namco revealed that Tekken Tag Tournament for PS2 averaged around 3 mpps, for reference.For PS2 VF4 to be similiar, it'd have to be pushing 3 million polys max. And I doubt the number was that small.
Right, visual design, smart modeling, and diminishing returns go a long way.Specs be damned though, I just use my eyes. Does PS2 VF4 look different to the arcade version? No doubt. But the differences between the arcade and Saturn versions of VF2 are so much more pronounced it isn't even funny. The fact that there isn't a single 3D element in Saturn VF2's backgrounds where everything in the foreground for the arcade version was 3D, coupled with the total lack of lighting, makes it look flat as a pancake in comparison. Same goes for Sega Rally as well.
That was a good rethinking of the visual design. And of course that goes both ways for any game when considering the possibilities on two different hardwares. Imagine PS2 MGS2 with metal surfaces that really looked like metal and highly stylized lighting to go along with its stylized art direction. If you go back and change the visual concept and design of a game, it really starts to become a different game - more like something that's ideal to the other hardware and similar to one of its showcase titles.Perhaps many people would frown on the changes, but I think it would have been quite interesting to see AM2 take a different approach to rendering the stages.
No, what he said has merit. There are areas where each hardware does have advantages over the other. Model 3 does some especially high quality effects with IQ and texturing, like AA actually used in games and never with a sacrifice to proscan.God, not this Model 3 idolizing crap again. Please stop.
The PS2 does a lot of stuff better, no argument. The biggest factor here, though, is that the craft of visual design has come a long way from the first Model 3 game like Super GT, released back in 1996, to a PS2 game that hasn't even released yet in 2004.Best looking games on Model 3 (like Super GT) look like pieces of poo when put against stuff like Burnout 3 on PS2.
DaCocoBrova said:No, it was the hardware.
A lot does come down to solid programming, true, yet the games were actually reported to employ some kind of framerate locking LOD system (which is something that can be done.)You mean there is some super sofisticated LOD Engine behind every Model 3 game that makes it sure that the framerate is 60fps no matter what the programmers and artists do?
There is no magic behind Model 3 buddy.
DaCocoBrova said:Wow. I really need to find this game in the arcade, because I'm very impressed w/ the PS2 version. I almost like not being able to compare the two though. One less thing to think about.
MAZYORA said:Yeah dude, the Naomi 2 version is so awesome graphically. It has by far the best lighting i've ever seen in a game.
3 million is actually quite characteristic of PS2 performance, Sony's Performance Analyzer tests finding most games ranging from 2 to 5 mpps and the upper limit at 7.5 mpps. Namco revealed that Tekken Tag Tournament for PS2 averaged around 3 mpps, for reference.
doncale said:the Real3D/Pro-1000 GPU has the feature built into hardware where it maintains 30 fps or 60 fps (both are options). no matter what graphics features are turned on, even if all of them are on, resulting in 750,000 rectangle polygons per second
since Model 3 has two of these GPUs (and no seperate T&L like Naomi2 since T&L is built into the Real3D GPUs) the sustained performance of Model 3 is over 1 million rectangle polygons/sec or 2 million triangle polygons/sec
every single Model 3 game runs at 60fps. not because Sega programmers are so good (they are good) but because the hardware had the feature of locking everything down at 60fps.
Right, and quoting anything else (peaks, which by definition aren't characteristic, and redrawn triangles, which don't add to geometry) wouldn't have been representative.Numbers were averages and not peaks and included only actually drawn triangles ( number of triangles T&L by the VUs is actually higher ).
I agree that ps2 is more powerful than model 3, but I think you sony supporters are missing the point completely. People are saying the ps2 probably couldn't do a perfect arcade port of some of the higher end model 3 games without some kind of modification..and for the most part I think thats true..the hardware works completely different and the ps2 image quality just wouldn't compare.
Right, and quoting anything else (peaks, which by definition aren't characteristic, and redrawn triangles, which don't add to geometry) wouldn't have been representative.
every single Model 3 game runs at 60fps. not because Sega programmers are so good (they are good) but because the hardware had the feature of locking everything down at 60fps.
dark10x said:Yes indeed. I really do think people have simply forgotten what those Model 3 games look like.
Lazy8s said:Shinobi:
It was probably pushing more than that comfortably. 1,000 quads per frame? Saturn games were measured to be higher, especially those based off the later SGL distributed to developers that AM2 based off their VF2 work.
Lazy8s said:3 million is actually quite characteristic of PS2 performance, Sony's Performance Analyzer tests finding most games ranging from 2 to 5 mpps and the upper limit at 7.5 mpps. Namco revealed that Tekken Tag Tournament for PS2 averaged around 3 mpps, for reference.
I still believe that it has more to do with programming...
It was 2 years, and DC/Naomi was actually quite a leap over Model 3. Better effects, lighting and 3 times the geometry.Shinobi said:Model 2 wasn't really superceded by any hardware until Model 3, and DC wasn't much more then a slightly enhanced Model 3 when it came out what, three years later.
The comparison being discussed didn't use those transform specs to compare to the PS2's characteristic performance. It was simply brought up that AM2 had to remodel the characters for the VF4 conversion with about half the polygon budget (an example: from about 14k to 7k on Jerky, which interestingly puts it in the range of DOA2 on DC with its 2+ on-screen simultaneous characters) and had to replace some distant, modeled background objects with bitmaps.Then the same would apply to Model 3 and Naomi 2 which quote transform figures.
Indeed.It would be misleading to compare 3M PS2 to 1M Model 3 and 10M for N2.
UPDATE RATE:
Basic system performance is specified as 30 Hz, but 60 Hz update
is also available.
TRANSPORT DELAY:
Transport delay for the R3D/PRO-1000 is measured from the time a
control input is received from the Application Host until the end
of the display of the first video field affected by that input. The
normal transport delay is 112 milliseconds for 30 Hz operation, or
56 ms for 60 Hz operation.
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Lazy8s said:You'd have to do extra calculation to fix up the PS2's mip-mapping, too.
The AA run by Model 3 was a nice edge multi-layered AA approach. Nice, also, that it didn't drop from its 1,000,000 quads even when the trilinear filtering, AA, and its supported lights were turned on.
doncale said:yeah, the 1,000,000 rectangle polygons per second (i per saying that than quads was with lighting, texture mapping, g-shading, mip-mapping, perspective correction, trilinear filtering, alpha blending, z-buffering, multi-layered edge anti-aliasing, etc.
doncale said:honestly I do not know how it actually is done. but the fact that Model 3 can lock down at 60fps was said by at least one Real3D engineer. I will try to find the quote.
Panajev, ok I will give PS2 the advantage of fillrate to reproduce Model 3 image quality by sheer brute force.
btw, Model 3 actually transforms 60 million polygons, raw. pretty close to PS2's 66 million.
dark10x said:When it was released, I might agree...but it has been topped by a number of games.
DaCocoBrova said:dark10x - Told you so
Well, unless we can find the measured average poly throughput for games on arcade machines such as Naomi 2, anything pretty much goes. It's hard to verify even the peak numbers for those arcades, much less measured averages.Right, and quoting anything else (peaks, which by definition aren't characteristic, and redrawn triangles, which don't add to geometry) wouldn't have been representative.
Far Cry uses very efficient LOD system. If you disable it, you will notice that the counter gets up to 25M polys/sec but the huge detailed outdoor scenes look almost the same as with LOD that cuts them to 5M polys. Not all games use LOD systems, though, some resort to brute force.i suspect the polygons per second numbers tossed around on boards like these are grossly inflated. you can get far cry to display a polys per second counter, and that tends to hover around 3-5 million even in huge, detailed outdoor vistas. i suspect most console games push far fewer polys than far cry, and i doubt there are any games that push 4-6 times as many polys.
The reason Model 3 games don't look as good as today's games is pretty much everything. Polycounts, textures (yes, they look very weak compared to even better PS2 games), lighting and the complete lack of any advanced special effect, such as complex particles, post processing effects or good environment mapping. The hardware was good for it's time, but give it a well deserved rest.The reason model 3 racers don't look as good as current gen racers is due to lighting..if you took lighting out of games like burnout and GT they would look like crap. If there was dynamic lighting on say daytona 2 or Super GT they would no doubt look as good as any current game IMO.
Yeah, and my grandma transforms 120 bajilion polygons while she's asleep. Honest, she told me so!btw, Model 3 actually transforms 60 million polygons, raw. pretty close to PS2's 66 million.
btw, Model 3 actually transforms 60 million polygons, raw. pretty close to PS2's 66 million.
dark10x - Told you so
Not for this comparison. This one was a direct relation: number of polygons used to model the characters in the arcade version versus the home version.Well, unless we can find the measured average poly throughput for games on arcade machines such as Naomi 2, anything pretty much goes.
On the other hand, Model 3 games filter textures with trilinear interpolation, use more sophisticated mip-mapping, output in proscan, and have nice quality edge anti-alaising - all of which are not common for PS2 games.The reason Model 3 games don't look as good as today's games is pretty much everything. Polycounts, textures (yes, they look very weak compared to even better PS2 games), lighting and the complete lack of any advanced special effect, such as complex particles, post processing effects or good environment mapping. The hardware was good for it's time, but give it a well deserved rest.
Not common, but certainly doable (and have been done). As I've said, if you just compare some of the best offerings of both machines (like Super GT vs Burnout 3), it becomes painfully obvious that some people have massive delusions about that arcade hardware.On the other hand, Model 3 games filter textures with trilinear interpolation, use more sophisticated mip-mapping, output in proscan, and have nice quality edge anti-alaising - all of which are not common for PS2 games.
Yeah, I guess that article said that VF4 character models had two times the polygons of the PS2 conversion? But what was the ratio of Model 2 and Saturn VF2 polycounts?Not for this comparison. This one was a direct relation: number of polygons used to model the characters in the arcade version versus the home version.
They're all standard in the games for Model 3, but they're only used rarely in PS2 games, and then only at separate instances. So, Model 3 graphics do sport that technical advantage rather distinctly.Not common, but certainly doable (and have been done).
jarrod said:It was 2 years, and DC/Naomi was actually quite a leap over Model 3. Better effects, lighting and 3 times the geometry.
doncale said:lets see how well PS2 handles Model 2 VF2 first.
Saturnman said:The lighting seems quite toned down in the PS2 port. Not a good sign.
On top of that, your ability to trick your own mind - is amazing...not I