PS3 concerns ignite Xbox 2 support?

[quote]Actually, the Bouncer sucked :smiley: Probably could have been done on the DC, just without the blur.
[/quote]

I never said it was good. But when it was released it was the greatest looking game of all time. FAR outweighing Shenmue II.

PS2 is more powerful than the DC overall, but nowhere nearly as efficient. The DC had more texture memory, but couldn’t push as many polys (once you learned to synch the PS2 processors, that is). The learning curve on the PS2 was just a lot steeper, but there’s no denying that games made with Naughty Dog’s technology, for example, sweep the floor with anything on the DC (graphics-wise). Same thing could be said for the MGS engine, but they cheat a lot with that thing (particularly textures).

They’re pretty close, but in the end, the PS2 wins. But, the jump from DC to PS2 was nowhere nearly as astounding as the jump from PSX to DC. First time I saw a DC in action, I refused to believe that it was realtime :slight_smile:

So basically what you’re saying is that the PS2 only looks better than the DC in special cases? If you say so…

I agree. Just like how the NGC wasn’t THAT big a leap over PS2 and the Xbox wasn’t THAT big a leap over NGC. Lets hope the Xbox 2 blows us all away instead of just being “slightly better”.

Well, from a technical standpoint, yes. The overall effect, however, is different. The use of anti-aliasing on the PS2, combined with motion blur, etc. makes things look prettier than on the DC… just without the vibrant textures and whatnot. Naughty Dog’s stuff notwithstanding (heck, if a company wants to go and write their own programming language to get more out of the PS2, by all means).

I have, uh, witnessed attempts at porting certain DC games to the PS2, and let’s just say it wasn’t fun to watch. Some games were apparently easy to do, but others that took full advantage of the DC’s architecture weren’t so easy. Two of the primary reasons were how sound was set up on DC vs. PS2, and the use of compressed textures. On the PS2, you have 4MB of texture memory, and you can’t compress it. That’s not a whole lot. You can stream it, but you’re still limited to only 4MB at a time. The DC had like double that (I forget), but allowed, I think, 8x compression. The sound on the DC was just capable of so much more… I used to be much more knowledgable on the technical side of things on the DC, but you’ll have to forgive me if I don’t remember, as it’s been about 4 years since I’ve had to use that knowledge.

The Xbox is actually (technically speaking) a generation ahead of the PS2. The built-in shaders/lighting technology, along with the sound technology put it in the next technology wave over the PS2. The GC sits pretty somewhere in the middle (like you said), but strangely enough, for whatever reason, the GC cannot do light plume. Hardware limitation, apparently. I think light plume is one of the most over-used visual gimmicks of late, though.

Well the PS2 has been out for a while after the DC sadly died. And of course, as a console lives on, the graphics get better.
For example, look at the difference between virtua fighter 1 and panzer dragoon saga. If the DC continued to live, I’m sure that it would have continued to improve, so its unfair to compare the dreamcast games to brand new PS2 games.

Shenmue 2 looked just as good as, if not better than anything released on the PS2 in 2001. From a technical standpoint the PS2 isn’t that much more powerful than the DC, all things considered.

Once you take into account the DC’s inbuilt support for full screen anti-aliasing which can be implemented with no loss in performance, as well as the far deeper pool of texture RAM the DC can tap (further deepened by superior memory compression), there’s no denying that it was a serious contender.

Don’t compare modern PS2 games to a DC game that came out in 2001 and expect everyone to accept it as a fair comparison. Who knows what Sega could accomplish with the DC now?

Konami used 40% of the PS2’s CPU power to run anti-aliasing software in Metal Gear Solid 2 to smoothen all the jagged polygon edges, which dare I say, is hilarious in the extreme. The PS2’s lack of in-built support for anti-aliasing is almost embarassing, and exposes the limitations of what was supposed to be a “stripped down super-computer”. Also, compared to the lush textures of Shenmue, the textures in MGS 2 are some of the blandest I’ve seen.

If you look at the highly-detailed 3D main character models in the Dreamcast incarnation of “Berserk”, you can hardly tell me that the DC was ill-equipped to compete with the PS2 (Abadd might agree with me on this point as well).

No doubt that the DC was definitely on par with the PS2 back in 2001. However, from what I had seen/heard from programmers was that the DC was quickly nearing its cap, whereas the PS2 had slightly longer legs in that respect. The biggest issue with the PS2 (aside from the texture limitations) was the synchronization of the 3 main processors… something that wasn’t done for the first year or two. People have perfected it now, which is why you get the level of graphics you do today.

Was the DC as good as it was ever going to be? Probably not. Still, I think, graphically at least, it would be sitting in 4th place in this current generation, if it was still around. Granted, the difference between DC and PS2 is nowhere near the difference between PS2 and Xbox.

[quote=“Abadd”]No doubt that the DC was definitely on par with the PS2 back in 2001. However, from what I had seen/heard from programmers was that the DC was quickly nearing its cap, whereas the PS2 had slightly longer legs in that respect. The biggest issue with the PS2 (aside from the texture limitations) was the synchronization of the 3 main processors… something that wasn’t done for the first year or two. People have perfected it now, which is why you get the level of graphics you do today.

Was the DC as good as it was ever going to be? Probably not. Still, I think, graphically at least, it would be sitting in 4th place in this current generation, if it was still around. Granted, the difference between DC and PS2 is nowhere near the difference between PS2 and Xbox.[/quote]

I agree. If the Dreamcast had survived the PS2 hype (we all know that people were misled to believe that the PS2 was vastly superior to the DC), I think it would’ve lived into late 2002 at least and early 2003 at most. I bet that Sega could’ve pushed the hardware to its limits to create games with visuals that would have impressed people even then.

Sigh.

Also, you could argue that since Sega has had more experience programming games for hardware built around parrallel processors (arcade boards mostly), it is in a better position to squeeze every last drop out of the PS2. AM-2 even managed to smoothen out the rough edges in Virtua Fighter 4 for VF 4: Evolution.

The problem there is that Sega is used to working with its own hardware… not learning the hardware of other companies. Particularly with a programming behemoth like the PS2.

But, Japanese developers in general are lagging behind western companies technology-wise. When was the last time you saw a Japanese game use normal mapping? Or heck… per pixel shading? Sure, technology doesn’t define everything, but things like that are time/money savers. They allow you to utilize simple programs to handle everything, rather than manually do everything yourself. It’s amazing what a development team can accomplish if they are primarily content focused, rather than technology focused. It’s all about licensing middleware, peoples!!!1!!1one! :smiley:

Wel basically I meant it didnt have enough RPGs for my taste (much, MUCH less that the Saturn if you imporyed).

Ah, yes. Only 2 real solid ones =\

you mean Shenmue 1 and 2? :anjou_happy: XP

[quote=“Geoffrey Duke”]

[quote=“Abadd”]No doubt that the DC was definitely on par with the PS2 back in 2001. However, from what I had seen/heard from programmers was that the DC was quickly nearing its cap, whereas the PS2 had slightly longer legs in that respect. The biggest issue with the PS2 (aside from the texture limitations) was the synchronization of the 3 main processors… something that wasn’t done for the first year or two. People have perfected it now, which is why you get the level of graphics you do today.

Was the DC as good as it was ever going to be? Probably not. Still, I think, graphically at least, it would be sitting in 4th place in this current generation, if it was still around. Granted, the difference between DC and PS2 is nowhere near the difference between PS2 and Xbox.[/quote]

I agree. If the Dreamcast had survived the PS2 hype (we all know that people were misled to believe that the PS2 was vastly superior to the DC), I think it would’ve lived into late 2002 at least and early 2003 at most. I bet that Sega could’ve pushed the hardware to its limits to create games with visuals that would have impressed people even then.

Sigh.

Also, you could argue that since Sega has had more experience programming games for hardware built around parrallel processors (arcade boards mostly), it is in a better position to squeeze every last drop out of the PS2. AM-2 even managed to smoothen out the rough edges in Virtua Fighter 4 for VF 4: Evolution.[/quote]

Modern PS2 and XBox games look excellent because programmer can squeeze everything pout of the consoles now (look at Ninja Gaiden or Halo 2). Althought the DC probabley lacked behind a bit (notice complaints in XBox and GC magazines that DC ports havenlt been spruced up) the final result I think would fall just below that prodcued by the PS2 now.

But the quality of graphics on a console is often determined by the skill of the programmers (i.e. Pazer Dragoon Saga) and it is very much an artform that is lacking, which is why with the majority of average games I cant tell which console it is on.

[quote=“Abadd”]Haven’t read the whole post yet, but I just wanted to clarify two things.

  1. Huh? The “slitting your wrists” comment offended you? Did you even read what I said? I was referring to VC “slitting its own wrists” (i.e. dropping their price point to $20) to gain attention, but due to the severe drop in profits-per-unit-sold, they were screwing themselves in the long run. It’s called hyperbole.

  2. It’s not a “pick on the n00b” thing. It’s a “inform the n00b who goes to various message boards and spouts basless rumors as facts” thing (i.e. Skies 2 is coming out, etc.)

Thank you for your time.

Edit: Just finished reading the rest of your post, goonboy. sigh I honestly wish I could show you my sources. I’m being truly honest here. The only reason why I’m hard on Sega is because I know Sega can do so much better than what it’s doing right now. Shinobi? That was arse compared to what it should have been. And you’ve seen how everyone goes off about how poorly conceived the new Shining Force game is, right? I’m not the only one. I’m just not afraid to say that Sega should and could be doing much better.

However, what doesn’t help is baseless speculation about what Sega is/isn’t doing. It comes across as blatant fanboyism and does nothing more than polarize the pro-Sega/anti-Sega camp. There are many things Sega should be doing right now, but that doesn’t mean they actually are doing them.

Right now, in its current state, Sega simply isn’t good. Very few games developed at Sega are up to par with the rest of the industry. Sega can’t afford to fund vanity projects like Rez and the days of the viability of arcade ports on home consoles are long gone. Users are much more sophisticated now and want an experience that is fun for more than 10 minutes at a time. The problem is that the majority of Sega’s developers cut their teeth in the arcades and it’s very hard to change mentality.

Just my two cents. You can take what I say however you want, but trust me when I say that I bleed blue.[/quote]

That’s fair enough then. I will take your word for it when it comes to the market sales. I cannot say that you didn’t listen to my points when you thought they were valid and I will do the same as you seem genuine about
this matter.

I admit that i am a zealot when it comes to Sega but that is due to experiences in socialising with other players however i should n’t have jump the gun like that. This won’t happen again.

In the case of the games then yes I as well as anyone else here have no idea what they’re are doing. I was speculating on the games that they may/
or may not be making on old interviews from Sega staff as well as i personally don’t think Sega will invest it’s money on an original and unknown title as much as they did when they had a hardware platform. All were seeing from them are remakes and sequels on games that IMHO if Sega still had a game system would never see the light of day. With a known title half the work is done for them because they know that the Sega fans will buy them or so that’s their logic. From what you said about these games and from what i said it all depends on how much the Sammy management can control the volcano that is Sega.

In my experience in interviews with Sega they follow a certain pattern in that a developer that is being interviewed says he wishes that they could do this game or something only for that title to be released two years down the line. It seems to be their way of hinting to the fans to what’s coming. If i had access to the interviews with Overworks then i could show you what i meant. Anyway it’s fun to speculate on Sega it’s what get’s me through the night…

From a buisness point of view maybe none of the games should return if they didn’t make good sales. I was always on the assumption that a game
had a projected sales base that the company had set and if it reached the target then it was considered a success. Like SHINING TEARS Sega only released a limited number of units which 98% of it sold out in the first week.
This is what I picked up on in another forum. I would like to know the actual way that companies measure profit to determine a success of a game. Must the game overcome it’s development costs to be considered a hit?
If you know please inform me.

Again i agree that Sega is at a low right now. I can’t really complain because none of these games are going on a Sega platform so to me it won’t make a difference but if the going to sully the name of well respected franchises with poor enteries like SHINING FORCE NEO and SONIC HEROES
then in the long run they won’t do themselves any favors.

You’re correct about the way expectations vs. sales works. A company will set an expected sales goal (which may or may not be a sales number that will produce a profit… that’s where politics come in) based on user reaction to previews, retailer response to early playables, etc.

A big problem is that, well, a game may come really close to selling through its stock, but if retailers don’t want to buy any more from the publisher, it means nothing =\ Retailers are extremely intimate with their own sales patterns and sales curves, and if they don’t feel confident that they can sell through another order, so be it. Publishers forcing retailers to take certain products end up shooting themselves in the foot more often than not (by having to pay extra money to allow for price drops, retailers having extra inventory which takes up space, etc).

As far as interviews go, well, unless there’s been an absolutely clear directive from above that there never will be a sequel (and that hardly happens), developers are free to say that they’d like to make a sequel for anything. Doesn’t mean they actually have a brilliant idea that would sell… they might have some crappy ideas for all we know. =\

As for Sonic Heroes… well, unfortunately, the game sold well. One of the few Sega games that actually does sell. :frowning:

With so many people “baisng” Sonic Heroes I tend to get very curious.I wanna play it.Reverse effect :stuck_out_tongue:

Btw yesterday I thought of a good example to explain my point Abadd…I’ll try to remember it…

Yes I agree with that but I’m basing it on an interview in which SHINOBI was mentioned. As I recall the developer said he wished Overworks returned
to more american action games and mentioned three specific titles like SHINOBI, SOR and CLOCKWORK KNIGHT because many of the people involved in those games are now/were in Overworks. A year later SHINOBI appered as a title in development. Now it could mean that the game was
greenlighted way after that interview or as I suspect a title that was in development for the DC and got switched for a PS2 release. If it was the latter then it was a crafty way to hint at upcoming games. So since then I 've been reading between the lines. That’s the reason I keep insisting that EA2 might appear because they appeared around the same time from of course the same company.

Another intresting thing about Sega that you probably know is that it takes in a lot of young inexperienced(Proffesionally) programmers and a few
of them make it to prominent positions. Maybe these guys might be fans of
certain old titles and try to push for an update of said titles at one point.

Actually, if a game was truly in development, it probably wouldn’t be mentioned at all. That would more likely get them in trouble than anything. Most of the time, developers drop little hints like that to try and stir up some interest to gauge reactions. Shinobi, I’m pretty sure, had been talked about for years, but the decision to actually move forward with the title wasn’t made until about 2001. It was meant to be a more “western” style action game, but IMO, didn’t really achieve that goal =\

As for the hiring of inexperienced people, most companies do that. It’s the best way to get cheaper labor and mold them to your desires. “Code monkeys,” as they’re sometimes referred to. And it’s actually usually the marketing guys that push for the resurrection of older IP. It’s much easier to market/sell than bringing something new to the market. The awareness levels are already there to a degree, and it gives you the excuse to be able to say things like, “The classic _______ is back in action!” even if nobody really cared about it. A lot of aspiring developers want to leave their own personal mark in the industry, to they want to create new stuff. If you’re a creative type, why shackle yourself with someone else’s vision, when you’ve got a million ideas of your own? <-- is most likely what they’re thinking.

Yeah, unfortunately. >:)

And Yuji Naka confirmed that another Sonic game is in development for the GameCube which will be released by the end of 2005. Why am I not surprised?

Btw, it’s interesting how Sonic Team practically ostracized the PS2. Good thing it paid off.

I can’t remember if I found this out from a genuinely reliable source, but I’ve read somewhere at least half-convincing that this game is Sonic Heroes 2. But of course, that wouldn’t be particularly surprising (given, as Abadd says, that Sonic Heroes sold)…