Xaeroxcore666
Member
Hahahaha i meant 14K, my bad . But seriously is there at least any PS2 fighter which looks better than Naomi 2 VF 4? I mean, folks on Beyond 3D have shown that polycount wise there was nothing close per char on PS2 fighting elite (Tekkens, SC 3). Also it would be worth to see how deep are the cutbacks on Initial D and King of Route 66 Naomi 2 vs PS2 ports. Sadly there is nothing similar to Jak games on Naomi 2 to make the comparison, but if we can "extrapolate"the comparison of most complex titles on each plattform, disregarding genre of type of game, we can for example put Shenmue 2 vs any model 3 game and see what DC did better, what did worst and if the gap is that big as some folks in here states.I'm pretty sure no PS2 game has 14-poly characters - but I figure you meant something else Anyway this goes back to what are we actually measuring though (and why the genre matters - if it does)
If you're just looking for skinned&animated characters set on a polygonal stage - then plenty of PS2 games exceed those numbers (eg. a certain horror game where the final boss exceeded 100k polys by itself, with volumetric shadows and all, or Jak games where realtime cutscene models were in 10-20k range with 4-5 characters on screen at once, alongside using actual AA on them as well), but best in class examples indeed, likely aren't fighters.
Although if you have 4 7k characters on screen does that make it somewhat less impressive than 2 14k? (I can only comment from GPU execution complexity perspective - but I know everyone has their own metrics for what they count and what not).
The light source thing is one of those 'headcanon' topics I referred to above. I've seen plenty of debates in 20+ years across every console gen about 'lighting this/that' and it virtually never gets qualified with numbers. For instance - on PS2 the 'low-end' number of influencing lights per object/triangle (I was gonna say average, but really it was incredibly rare to go below this) was 4. This is in stark contrast to everything that came before it - where indeed, you'd have games with single or even no dynamic light sources for what was being displayed. But no discussion starts from 'lighting on PS2 is 4x more complex on this game' - the common argument usually goes like 'oh they probably have better lighting >because< it's PS2, but textures, colors blahblah'.
Now - it's been decades since I've seen Naomi 2 specs. While I recall total throughput with lots of lights being mentioned, 'spec sheet' does not equal real-world use, as - basically every console ever released demonstrates. 'But but hw acceleration' doesn't really say anything without that context. If VF4 is the measuring stick - what are factual stats being compared - to discuss 'what'(if anything) was 'comparable' we need goal-post to begin with.
I agree DC has a large gap - but so did others, and if there's one console that stands out with having the widest gap from bottom to top - it was XBox.
The best they got was things like Riddick or HalfLife 2 port, or some Gen 6 ports in literal HD (SC2 in 720P, Dragon's Lair 1080p).
The worst was literally 'PS1/N64 pro/high-res' - yes even that console received shovelware from that category.
PS2 had incredible lows/highs as well - but I think XBox gap actually has it beat.
So VF 4 did not use the power of PS2, but does Tekken 4 or 5, or SC3, or any PS2 elite fighter looks 40% better than VF 4 Evolution? It would be worth to verify this "How many polygons does ps2 make with 6 light sources ?" and of course to see under the hood if really PS2 is above Naomi 2 level contrary to popular belief, even stated by experts....(eg. a certain horror game where the final boss exceeded 100k polys by itself, with volumetric shadows and all)
any clue?
And who said VF4 uses the power of the PS2? I mean, all Sega games on the PS2 are way way below what a first party could do, I doubt they use at least 60% of what the PS2 is capable of. Yes, no Naomi 2 game is ported 1:1 to the ps2 but from a hardware perspective the ps2 could outperform the arcade Naomi 2 if that is in the producer's interest. Naomi 2 is a 120k per frame poly machine at 60fps, the PS2 can do 150k at 60fps. Perhaps VF4 was the best a recovering Sega could do in terms of deadlines.
The NAOMI (New Arcade Operation Machine Idea) is also Japanese for beauty above all else.
CPU : 2 x Hitachi SH-4 32-bit RISC CPU (200 MHz 360 MIPS / 1.4 GFLOPS)
Graphic Engine : 2 x PowerVR 2 (PVR2DC-CLX2) GPU's - (under the fans)
Geometry Processor : Custom Videologic T+L chip "Elan" (100mhz) - (Under Heatsink)
Sound Engine : ARM7 Yamaha AICA 45 MHZ (with internal 32-bit RISC CPU, 64 channel ADPCM)
Main Memory : 32 MByte 100Mhz SDRAM
Graphic Memory : 32 MByte
Model Data Memory : 32MByte
Sound Memory : 8 MByte
Media : ROM Board / GD-Rom
Simultaneous Number of Colors : Approx. 16,770,000 (24bits)
Polygons : 10 Million polys/sec with 6 light sources
Rendering Speed : 2000 Mpixels/sec (unrealistic max, assumes overdraw of 10x which nothing uses)
Additional Features : Bump Mapping, Multiple Fog Modes, 8-bit Alpha Blending (256 levels of transparency), Mip Mapping (polygon-texture auto switch), Tri-Linear Filtering, Super Sampling for Full Scene Anti-Aliasing, Environment Mapping, and Specular Effect.
Compatibility : Fully backwards compatible with all Naomi and GD-Rom gam
''2x pvr2 overclocked'' 10M pps
''Polygons : 10 Million polys/sec with 6 light sources''
''2x 1,4gflops'' < 6,2Gflops
How many polygons does ps2 make with 6 light sources ?