In the interest of making this my Forum home away from home, I thought I'd test the waters with a bit of a controversial discussion. I've previousy posted this at Rec.Games.Video.Sega in the hopes of some folks with more technical experience and exposure to those in the devopement community can correct me if I'm wrong.
http://groups.google.com/group/rec.games.video.sega/msg/7f89f38b8dbeb605?dmode=source
I've been doing research on tech specs and stumbled over a couple of articles and forum posts that are very interesting. I decided to post it here since there seems to be a high concentration of individuals who can think straight about such matters. This basics of what the following links indicate is that the PS2 is limited to 4-bit and 8-bit color textures, and if a developer attempts to increase the bit color of the texture maps to Dreamcast, GC, and Xbox levels, the polygon count comes tumbling down to Dreamcast levels.
The polygon counts quoted below for the Gamecube version of RE4 would be 5 million polys per second with 24-bit color textures at 60 frames per second (it's actually 30fps?). The PS2 version is cited as being 30,000-50,000 polys per frame, at 30 frames per second, or 900k to 1.5 million polys per second. If these comments are legitimate, that means that the entire generation has been floating around the 3 million polygons per second mark all along, and media hype alone has propogated the idea that it has been higher in the average title (or even the exceptions, such as RE4's Gamecube version).
One thing to keep in mind is that relatively few Dreamcast titles broke the 1 million mark in its short lifecycle. Games known to have done so are VF3tb (1 million pps) Sonic Adventure 2, F355 and DOA 2 (3 million pps) and Test Drive: Le Mans (5 million pps). The average title, ported from the PC, PS1 and N64 were lower than 800k from what I've seen, including the well reputed Soul Calibur.
The full article is posted here and quoted below:
http://www.planetdreamcast.com/rems/news.html
I've also found references to this comment at the following links:
http://www.totalvideogames.com/news/Polygon_Problems_For_PS2_RE4_7159_4272_0.htm
http://www.gamesarefun.com/news.php?newsid=4310
And relative developer comments on the PS2's texturing ability in relation to its polygon count:
http://forums.cgsociety.org/archive/index.php/t-1738.html
"[]Biohazard 4 Desktop - Problems with PS2 Port
(2-6-2005 - Posted by: crazie @ 8:55ETp.m.)
On February 10, 2005, Capcom Japan will release a Biohazard 4 Desktop Theme for Windows XP and 2000 in Japan. After installing the desktop you will have the Biohazard 4 design with RSS, a search function and system information in the Biohazard style. Price is set at 2,000 yen (Euro 15, US $19).
The japanese magazine GC World published an article regarding the port of RE4 to the PS2. The following comes from IGN Boards member Pikminister:
1). The original team headed by Shinji Mikami was able to incorporate 24-bit textures into the GameCube edition of RE4.
However the team working on the port of RE4 will have to incorporate downsampled 4- and 8-bit textures into the PS2 version, whose texture memory capacity is far smaller than that of the Nintendo console.
------------------------------------
2). The polygon count used for the main protagonist (Leon) will have to drop down from 10.000 seen in the GC version, to half that amount in order to perform well on the PS2 version.
The magazine mentions that Leon has almost 3 times the amount of polygons than the Solid Snake character featured in Metal Gear Solid 3 for the PS2. Snake is made up of only 4000 polygons.
(As a side note, according to Factor 5, the pilots from Rogue Squadron were comprised of 4000 polygons. The X-Wings themselves, were made up of 30,000 polygons!)
------------------------------------
3). Due to the PS2's huge Direct Memory Access bandwidth, the team working on the RE4 version will be able to provide an exceptionally high number of textures into the game.
However, adding such textures to the polygons will slow down the frame rate of the game, even more so than it occasionally happens in the GC version. This due to the PS2's limited texture memory capacity.
The PS2 version will have dramatic frame-rate problems if they try to include all the texture layers and polygonal lighting featured in the GC version. Some major adjustments will have to be made.
------------------------------------
4). The GC graphics engine can produce 50 percent more polygons to all the characters than the PS2. The PS2's graphics engine can draw 10 million triangles per second, but after adding gameplay, collision, logic, sound, and so forth, the PS2 edition of RE4 ultimately will move around 30,000 to 50,000 triangles per frame, at an average rate of 30 frames per second.
The GameCube also has a faster CPU that can boost the frame rate to 60 frames per second (twice that of the PS2), and utilizes its texture compression ability to deliver high-resolution textures with improved color variance.
Seems the PS2 team will have some obstacles to overcome."
--
Scott
http://www.gamepilgrimage.com
http://groups.google.com/group/rec.games.video.sega/msg/7f89f38b8dbeb605?dmode=source
I've been doing research on tech specs and stumbled over a couple of articles and forum posts that are very interesting. I decided to post it here since there seems to be a high concentration of individuals who can think straight about such matters. This basics of what the following links indicate is that the PS2 is limited to 4-bit and 8-bit color textures, and if a developer attempts to increase the bit color of the texture maps to Dreamcast, GC, and Xbox levels, the polygon count comes tumbling down to Dreamcast levels.
The polygon counts quoted below for the Gamecube version of RE4 would be 5 million polys per second with 24-bit color textures at 60 frames per second (it's actually 30fps?). The PS2 version is cited as being 30,000-50,000 polys per frame, at 30 frames per second, or 900k to 1.5 million polys per second. If these comments are legitimate, that means that the entire generation has been floating around the 3 million polygons per second mark all along, and media hype alone has propogated the idea that it has been higher in the average title (or even the exceptions, such as RE4's Gamecube version).
One thing to keep in mind is that relatively few Dreamcast titles broke the 1 million mark in its short lifecycle. Games known to have done so are VF3tb (1 million pps) Sonic Adventure 2, F355 and DOA 2 (3 million pps) and Test Drive: Le Mans (5 million pps). The average title, ported from the PC, PS1 and N64 were lower than 800k from what I've seen, including the well reputed Soul Calibur.
The full article is posted here and quoted below:
http://www.planetdreamcast.com/rems/news.html
I've also found references to this comment at the following links:
http://www.totalvideogames.com/news/Polygon_Problems_For_PS2_RE4_7159_4272_0.htm
http://www.gamesarefun.com/news.php?newsid=4310
And relative developer comments on the PS2's texturing ability in relation to its polygon count:
http://forums.cgsociety.org/archive/index.php/t-1738.html
"[]Biohazard 4 Desktop - Problems with PS2 Port
(2-6-2005 - Posted by: crazie @ 8:55ETp.m.)
On February 10, 2005, Capcom Japan will release a Biohazard 4 Desktop Theme for Windows XP and 2000 in Japan. After installing the desktop you will have the Biohazard 4 design with RSS, a search function and system information in the Biohazard style. Price is set at 2,000 yen (Euro 15, US $19).
The japanese magazine GC World published an article regarding the port of RE4 to the PS2. The following comes from IGN Boards member Pikminister:
1). The original team headed by Shinji Mikami was able to incorporate 24-bit textures into the GameCube edition of RE4.
However the team working on the port of RE4 will have to incorporate downsampled 4- and 8-bit textures into the PS2 version, whose texture memory capacity is far smaller than that of the Nintendo console.
------------------------------------
2). The polygon count used for the main protagonist (Leon) will have to drop down from 10.000 seen in the GC version, to half that amount in order to perform well on the PS2 version.
The magazine mentions that Leon has almost 3 times the amount of polygons than the Solid Snake character featured in Metal Gear Solid 3 for the PS2. Snake is made up of only 4000 polygons.
(As a side note, according to Factor 5, the pilots from Rogue Squadron were comprised of 4000 polygons. The X-Wings themselves, were made up of 30,000 polygons!)
------------------------------------
3). Due to the PS2's huge Direct Memory Access bandwidth, the team working on the RE4 version will be able to provide an exceptionally high number of textures into the game.
However, adding such textures to the polygons will slow down the frame rate of the game, even more so than it occasionally happens in the GC version. This due to the PS2's limited texture memory capacity.
The PS2 version will have dramatic frame-rate problems if they try to include all the texture layers and polygonal lighting featured in the GC version. Some major adjustments will have to be made.
------------------------------------
4). The GC graphics engine can produce 50 percent more polygons to all the characters than the PS2. The PS2's graphics engine can draw 10 million triangles per second, but after adding gameplay, collision, logic, sound, and so forth, the PS2 edition of RE4 ultimately will move around 30,000 to 50,000 triangles per frame, at an average rate of 30 frames per second.
The GameCube also has a faster CPU that can boost the frame rate to 60 frames per second (twice that of the PS2), and utilizes its texture compression ability to deliver high-resolution textures with improved color variance.
Seems the PS2 team will have some obstacles to overcome."
--
Scott
http://www.gamepilgrimage.com