From any spec sheet on GC and PS2 around the web.Warm Machine said:Where the hell did you get that from?
From any spec sheet on GC and PS2 around the web.Warm Machine said:Where the hell did you get that from?
GC video memory = Framebuffer + Zbuffer (All the textures are in the very fast 24MB 1T-RAM pool)Squeak said:From any spec sheet on GC and PS2 around the web.
Well, I didn't mean to imply that PSP's suite is at the same (horrible) level as PS2 early on, just that it's similarly problematic or below par. And PSP should've been relataively simple too, we're dealing with 1998-2000 capabilites here and an Open GL environment.kaching said:jarrod - One developer's comments aren't enough to immediately put the PSP dev suite at the same level as the original PS2 dev suite. The overall tenor of developer response to the PSP dev suite has certainly been far more positive than the response to the initial PS2 dev suite. You can't simply latch onto the early dev environment of the PS2 as the definition of the trend in Sony's Playstation dev efforts.
Wyzdom said:I can't believe people wishing for that. It always amaze me. You all must be Nbots or something.
What's the use to invest in 4 controller port (and probably influence the price of the console) for the 4-5 games that will use it?? And what's more, almost any 4 player split-screen games the screens are too small and it sucks.
Man buy yourself a multitap if you play some 4 player games. I prefer 2 controller port and playing splitscreen in 2 with other people splitscreen in 2 online.
" the more controller ports the better "? lololololololololol
Wyzdom said:I can't believe people wishing for that. It always amaze me. You all must be Nbots or something.
What's the use to invest in 4 controller port (and probably influence the price of the console) for the 4-5 games that will use it?? And what's more, almost any 4 player split-screen games the screens are too small and it sucks.
Man buy yourself a multitap if you play some 4 player games. I prefer 2 controller port and playing splitscreen in 2 with other people splitscreen in 2 online.
" the more controller ports the better "? lololololololololol
Milhouse31 said:GC video memory = Framebuffer + Zbuffer (All the textures are in the very fast 24MB 1T-RAM pool)
PS2 video memory = framebuffer + ZBuffer + all the textures (since it's very small you have to move textures around)
Gantz said:Strengths (umm..)
-3rd party support.
-Dual Shock 3?
Weaknesses
-Already mentioned (loading times, 2-controller ports, memory cards etc..)
-Shitty hardware components.
-Price.
-Launch shortage.
-Shitty launch titles.
-Largest library of shovelware.
-Knowing sony, they'll waste the hard drive again.
What weaknesses / strengths do you expect from PS3?
Do The Mario said:I think the ps2 will be strong against water type but weak against fire.
If it's programmed for it.mrklaw said:Nope. Exactly the same.
Bandwith in PS2 is very huge but if PS2 could adress textures from main RAM you would have more resources to work with.mrklaw said:Nope. Exactly the same. PS2 keeps all its textures in the 32MB main memory, and transfers them to the 4MB video memory as they are needed. (At least, thats a good way to get lots of textures on screen)
You have plenty of bandwidth to transfer lots of textures per frame into VRAM, display them, then throw them away and transfer more over. So the VRAM in PS2 is never needed to do anymore than hold the textures for one or two models at a time.
ourumov said:Bandwith in PS2 is very huge but if PS2 could adress textures from main RAM you would have more resources to work with.
The whole design makes you have the need to sync textures-models so you cannot send a chunk of model to GS unless GS already has the texture. Using PATH2+3 for textures and PATH1 for models is a good solution to it but you are never maximizing the bandwith, just wasting it.
If it's programmed for it.
And PSP should've been relataively simple too, we're dealing with 1998-2000 capabilites here and an Open GL environment.
Sure, it's not like we're hearing loads of glowing comments from around the world concerning PSP's development environment to dispute them. What should we base our comments on besides those we've heard?kaching said:Based on Koei's comments?!?
I'm not gonna argue that PSP tools are ideal or anything - but at early stages all SDKs have plenty of bugs to pass around, be they GC, DC, XBox doesn't matter. And hardware kinks are usually still being worked out too - it's not exactly public knowledge but hardware pretty much always ships with a few bugs that never get fixed.jarrod said:Sure, it's not like we're hearing loads of glowing comments from around the world concerning PSP's development environment to dispute them. What should we base our comments on besides those we've heard?
Evidently, Nintendo handled the DS kits just fine according to Koei. And while I believe you concerning GC/DC/Xbox kits probably being a little buggy early on, we simply don't have any concrete documentation supporting that from the development community... unless you're saying the DC/GC/Xbox kits you've worked on personally were buggy?Fafalada said:I'm not gonna argue that PSP tools are ideal or anything - but at early stages all SDKs have plenty of bugs to pass around, be they GC, DC, XBox doesn't matter. And hardware kinks are usually still being worked out too - it's not exactly public knowledge but hardware pretty much always ships with a few bugs that never get fixed.
Granted they are usually more a nuissance then any serious problem.
First off I reiterated my stance that PSP & PS2 being lumped together doesn't imply the same degree of imperfection, but rather they're both "below par" for what should be delivered. PS1 evidently wasn't.Fafalada said:But anyway, you lumped PSP together with PS2, as OPPOSED to PS1, and that's just wrong really. You seem to be making an assumption that because PS1 didn't receive many complaints, the tools were perfect, which is far from true.
It's the competition that was much much worse - with Saturn tools being comparable to PS2 or worse, and N64 being absurdly expensive and quite below par also, there were good reasons for people to praise PS1 and complain about others.
They're still admitedly disatafied with the development kits though, no way around that. Fortunately kits get revisions and progress over time, their hardware capability concerns are a little more troubling I'll agree.Fafalada said:Anyway, KOEI also seems to be complaining mostly about performance, and well, that could be more hardware issue then anything else. But I wouldn't know really, I didn't touch a hardware kit myself yet.
Outside of mentioning the bugs, most of his comments spoke to how the hardware didn't work as much like a PS2 as expected, not the dev kits. And I'm not really sure it can be construed as dissatisfaction since he was answering a direct question about whether there were any issues with the port.They're still admitedly disatafied with the development kits though
I think it's safe to say Koei finds the DS kits/tools to be more satasfactory than the PSP kits/tools none the less. Going by their published comments anyway. Meaning PSP is again bottom of the heap with PS2, and unlike PS1 comparatively. It's smaller heap sure, but it's why the comparison I made is valid.kaching said:jarrod, saying there are bugs in a dev suite is like saying the sun will come out tomorrow. It's obvious, expected. It would be simply unprecedented for a software suite as complex and versatile as a dev kit to be bug free. THAT would be something worth trumpeting from mountaintops if true. Koei's DS guy doesn't say anything about bugs, but he doesn't say anything about it being bug free either.
If the tools were satasfactory though, then why bring up the complaints at all? It's not as if the toolsets were asked about specifically (as they were in the DS interview).kaching said:Outside of mentioning the bugs, most of his comments spoke to how the hardware didn't work as much like a PS2 as expected, not the dev kits. And I'm not really sure it can be construed as dissatisfaction since he was answering a direct question about whether there were any issues with the port.
If you are double or triple buffering the texture buffer, then you should in theory be able to get very close to max utilisation of bandwidth.ourumov said:Bandwith in PS2 is very huge but if PS2 could adress textures from main RAM you would have more resources to work with.
The whole design makes you have the need to sync textures-models so you cannot send a chunk of model to GS unless GS already has the texture. Using PATH2+3 for textures and PATH1 for models is a good solution to it but you are never maximizing the bandwith, just wasting it.
Fair enough, but that's neither an empirical measure of how in/significant the gap is, nor does it take into account the differences in the expectations of these two teams and their subsequent approaches to the hardware. Notably, the PSP crew was going into their project with high expectations for performance very similar to the PS2 outing of DW4, while the DS team doesn't even sound like they expect to use 3d much, if at all.jarrod said:I think it's safe to say Koei finds the DS kits/tools to be more satasfactory than the PSP kits/tools none the less. Going by their published comments anyway. Meaning PSP is again bottom of the heap with PS2, and unlike PS1 comparatively. It's smaller heap sure, but it's why the comparison I made is valid.
Nothing but complaints, regarding the PSP? The likes of Backbone (Death Jr.), Planet Moon, Criterion and the coder for a couple of the E3 PSP demos certainly haven't done nothing but complain, in fact they've done pretty much the opposite.Again, I'm just not sure advanced development environments are really Sony's strong suit. In fact we've heard nothing but complaints in regards to their last two hardware platforms concerning them.
I don't think its out of bounds to suggest this, just not based on a trend that hasn't been established to any reasonable degree of credibility yetGiven this trend, I don't really feel too out of bounds suggesting PlayStation 3 will most likely suffere the same fate, especially given it's nontraditional architecture.
Since you were the one to initially suggest that Sony needed to provide an "efficient bug free dev suite" why don't you provide evidence that these other kits have all been bug free?Also, any documentation regarding DC/GC/Xbox kits being similarly buggy early on would be appreciated. Not that I don't think it's possible, likely even... but something more than reitering "that's just the way things are" would be nice.
Different strokes for different folks...note that the DS guy has had experience developing for both and he doesn't say anything about the bugs, just that one is more prepared than the other.If the tools were satasfactory though, then why bring up the complaints at all? It's not as if the toolsets were asked about specifically (as they were in the DS interview).