xellos2099alpha
Member
I mean, i don't see the possibility of dreamcast having something like mgs2 or 3 or final fantasy xThe PS2 was, no doubt, more powerful than the Dreamcast, but I wouldn't say vastly superior
I mean, i don't see the possibility of dreamcast having something like mgs2 or 3 or final fantasy xThe PS2 was, no doubt, more powerful than the Dreamcast, but I wouldn't say vastly superior
I mean, i don't see the possibility of dreamcast having something like mgs2 or 3 or final fantasy x
It ran like shit on XboxMGS2? that ran on pretty low end PCs at the time if I remember correctly
any 32MB graphics card worked and you needed less than 1ghz on the CPU (apparently the CPU of the DC was comparable to a 1ghz pentium 3)
It ran like shit on Xbox
It ran like shit on Xbox
PS2 CPU/System Bandwidth>Xbox CPU/System BandwidthSuper lazy and quick "cash in" port by Konami.
There is no question ps2 is vastly superior to dreamcast but the software for first year ps2 is extremely poor. Some of the drwam cast gme look better than most of the ps2 launch title.
A couple of those aren't even games.if vastly mean 2-3 times .. than it is vastly superior ..
Black .. GP .. 65 535 NPC + alfa .. Transformers .. AmonRA .. Outcast2
Any attempt by DC to run these things (on PS2 many at 60fps) will end in single digit framerate.
A couple of those aren't even games.
VF3tb on the DC looked better than VF4 on the PS2.
PS2 CPU/System Bandwidth>Xbox CPU/System Bandwidth
A couple of those aren't even games.
VF3tb on the DC looked better than VF4 on the PS2.
How flexible was the architecture? Would the developers able to have created magic if they'd been given more time? Or was it just a texture API and not much else under the hood?
But in the case of MGS2 the faster bandwidth of the PS2 resulted in double the fps.Bandwidth was far less of an issue that generation. It was the total RAM pool.
There were tons of examples where the xbox rendered a higher resolution and double the fps in about a dozen cases or more. And that's considering ps2 was lead platform almost always. They literally didnt even push the xbox in many cases.
How flexible was the architecture? Would the developers able to have created magic if they'd been given more time? Or was it just a texture API and not much else under the hood?
Yes. The most powerful console ever, with tons of exclusives to show for it.
But in the case of MGS2 the faster bandwidth of the PS2 resulted in double the fps.
PS2's bandwidth was faster than consumer PC's at the time as well.The thing is you dont know that was bandwidth. They botched the cutscenes too on xbox, was that a bandwidth issue too? PC version was also bad at the time. Also bandwidth issue? Theres a pattern there. And it wasn't double the fps either. Its 60fps with more drops on xbox, especially the tanker level. But it should have been because the xbox version is much higher resolution than ps2, despite it not being the lead platform too. Likely a quick , bad port, unlike ps2 games that got the benefit of lead platform almost always.
PS2's bandwidth was faster than consumer PC's at the time as well.
Really?And there's zero evidence that "bandwidth" had anything to do with either port's issues. Leaving out effects, bizarre artifacts that were just left in the game simply shows they pushed out the port. And it makes sense, 2 new ports and tons more content. Rush job. If bandwidth was really an issue, why did Xbox games run at higher resolutions almost always and with higher framerates? The CPU and GPU shared the bandwidth, so neither should have ever happened if that was true. It happened all the time. It's so bandwidth starved it can brute force 720p resolution with a patch for almost 100 games, no developer optimization or upgrades. Resolution is tied to the GPU,, again which shares bandwidth. And many with more advanced games than MGS2'ss super linear, low poly environments.
To my knolwdge, the problem with the Xbox port (and the part where the ps2 is REALLY BETTER than everything else) was the particles.And there's zero evidence that "bandwidth" had anything to do with either port's issues. Leaving out effects, bizarre artifacts that were just left in the game simply shows they pushed out the port. And it makes sense, 2 new ports and tons more content. Rush job. If bandwidth was really an issue, why did Xbox games run at higher resolutions almost always and with higher framerates? The CPU and GPU shared the bandwidth, so neither should have ever happened if that was true. It happened all the time. It's so bandwidth starved it can brute force 720p resolution with a patch for almost 100 games, no developer optimization or upgrades. Resolution is tied to the GPU,, again which shares bandwidth. And many with more advanced games than MGS2'ss super linear, low poly environments.
And there's zero evidence that "bandwidth" had anything to do with either port's issues. Leaving out effects, bizarre artifacts that were just left in the game simply shows they pushed out the port. And it makes sense, 2 new ports and tons more content. Rush job. If bandwidth was really an issue, why did Xbox games run at higher resolutions almost always and with higher framerates? The CPU and GPU shared the bandwidth, so neither should have ever happened if that was true. It happened all the time. It's so bandwidth starved it can brute force 720p resolution with a patch for almost 100 games, no developer optimization or upgrades. Resolution is tied to the GPU,, again which shares bandwidth. And many with more advanced games than MGS2'ss super linear, low poly environments.
To my knolwdge, the problem with the Xbox port (and the part where the ps2 is REALLY BETTER than everything else) was the particles.
Because it was a game designed with the PS2 in mind. The thing to remember is that that although the connection between the eDRAM and the GS was very wide and had massive bandwidth (48GB/s, IIRC) the eDRAM was also relatively small (4MB) - so if you were going to be rendering complex scenes with lots of textures you would have to pull stuff from the main RDRAM - which was slower (3.2GB/s, I think), narrower and a lot more contended since it had to handle instruction fetches, sound data, VU DMA, etc. Given that, using particles made a lot of sense because it gave you interesting stuff on screen without incurring excessive load of the (comparatively) slow RDRAM interconnect.
Really?
MGS2 was built around PS2's architecture.
It's not hard.
To my knolwdge, the problem with the Xbox port (and the part where the ps2 is REALLY BETTER than everything else) was the particles.
that is why you use a texture cache in eDRAM, the idea is to change this cache many times during frame time, also there was a sound memory and a cache for VUs
The Pentium III processor core, with 9.5 million transistors, is based on Intel's advanced P6 microarchitecture and is manufactured on 0.25 micron process technology. The 450 and 500 MHz speeds, with 512 KB L2 cache, are available now. Pricing in 1,000 unit quantities is $696 and $496 respectively.
But in practice you can't just change the textures in the eDRAM any time you want to because there lots of other stuff going on and hitting the RDRAM (which has a pretty heavy penalty for page changes) - they made the eDRAM fast enough so that you could be pretty sure it wasn't going to be a bottleneck - but since the overall performance of the system is finite all that means is that something else will be the bottleneck - and it's generally the RDRAM. So you end up with a choice between just leaving that performance on the table because you are running out of external bandwidth or finding other things to do with it that impose relatively lower load on the external memory - like particles.
I mean it was plenty powerful, what made it suck was that horrible controller.
Literally nobody has ever suggested this.Quite hysterical watching people coming in to point out how the PS2 is more powerful, when it launched a full year later, but then forget that Xbox shitted all over it a year later, therefore the PS2 wasn't really a powerhouse, it just benefited that Xbox and GameCube weren't around to shame it. lol
Quite hysterical watching people coming in to point out how the PS2 is more powerful, when it launched a full year later, but then forget that Xbox shitted all over it a year later, therefore the PS2 wasn't really a powerhouse, it just benefited that Xbox and GameCube weren't around to shame it. lol
Hidden & Dangerous is hardly the best looking DC game but considering the massive maps spanning indoors and outdoors areas and overall continuous mission complexity with stealth, disguises, RTS-esque tactical mode, all sorts of things complete with the potential for vehicle use and such I think it shows it could have had some prettier smaller scale FPS too, if anyone bothered to develop any. It's almost like a more realistic and tactical and squad based sequel to DICE's Codename Eagle though they released almost simultaneously. Pretty ambitious if flawed. Better on PC obviously.