Not like Kojima-san to talk out of his Ass.
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Not like Kojima-san to talk out of his Ass.
Yes, i dislike all the trash kojima says. But in this case iam inclined to believe him in fhis specific case.
Metal gear solid had a slew of post process effects ranging from depth of field, motion blur, radial blur, environment mapped refraction, Gaussian blur and usually all of them on in one frame during cutscenes.
All this on a machine from 1994 , let us not forget the dc never layered all those in one go despite being infinitely power compared to it. And pc didnt do the refractive effect till embossed environment bump mapping close to the 2000.
So while hes a blowhard and mgs probably doesnt do more polys than tobal 2 it still pushes the psx to max in a different way.
I was looking at the mechanics of the games in 1996 and Crash, Mario 64 and Tomb Raider launched trends, but speaking only of Crash and Mario 64, Crash used a level design that was very innovative and very copied throughout the fifth generation, Lilo and Stitch , Pepsiman, Donald Duck Goin Quake are '' Crash Bandicoot-Like ''.
So, Super Mario 64, I could see that the scenarios on the Nintendo 64 are bigger than those on the PS1 due to some features of the N64 hardware, the memory and ironically the cartridge that reads up to 100x faster than the CD-rom.
On PS1 there are many 3D platform games but they have a smaller scope than those seen in Banjo, Mario and Conker.
Thinking about it I decided to look in the sixth generation for a game that reminded me of N64 games, I looked for Kao the Kangaroo and he uses Crash-style mechanics, I looked for Sonic and it has his own characteristics, that's when I found Evil Twin Cypriens chronicles PS2 / DC it's the closest thing to Banjo Kazooi and Conker in terms of scope.
Don't get me wrong, I've always said that 2 of the PS games, I would have hated to see on the Saturn, would have been Vagrant Story and MGS Since they just looked on another level. I was quite impressed with Last Bronx motion blur and some of the Saturn games that used the VDP2 to fake environment mapping mind. But 115%? Just a little bit of kojima-san crap.
The most impressive PS games I saw were Ridge Racer 4 ( A stunning technical achievement) and Vagrant Story. And to be fair to Ken, MGS was not out at the time of the Edge feature
Yeah of course. Percentage of use thing is bullshit. Devs use all available tools, technically it's always 100 percent. Tools can improves allowing more room for graphics.
I am just saying polygons isnt always the defining thing of system power. With such limited fillrate iam surprise they were able to do depth of field, motion blur, radial blur, refraction while maintaining a good polygon count games like mgs.
I always thought Tekken 3 looked amazing on the PSX. Feel that arcade to home conversion anticipation is lost on new gamers.
Since this is the last 1.5 months of me posting in this thread, I really gotta start working on my backlog.
So I'm working on Ready 2 Rumble Boxing: Round 2 PS2 Vs. Dreamcast Full Comparison. Its gonna have fancy post-processed logos.
https://i.imgur.com/0OKYNnv.png
https://i.imgur.com/UU1TRHS.png
So Cloofoofoo and SegaAMD, let me know what I should look for while doing the comparison. Also perhaps TA and Segata.
Also Cloofoofoo I already found that framebuffer effect.
I like for you to compare
Dead Or Alive 2
Maken X
Rayman 2
Alone in the Dark IV
Code Veronica
Maken x should be a cool comparison. The character (third person) models arent that much higher than the first person models. The first person arms range from 700 tris to about 2200 tris. The full body rabge from 1000 to close to 3000 tris. Extracted those off the disc, was surprised to see how close it was.
The ps2 cutscenes appear more dynamic but they are pre recorded and not real time odd enough while the dc cutscenes are all real time.
Another game one could compare is roommania 203 ps2 vs dc. That would be interesting.
Evil twin Cypriens chronicles (N64 style like)
Maken x
Head Hunter
Quake 3 arena
Federation vs Zeon
Le mans 24 hours
Fyr fighters
Gunbird 2
Trizeal
Silent scope
psyvariar 2
conflict zone
Death Crimson ox
Castle of shikigami
Radirgy
Chaos filed
typing of Dead
And also considering the Saturn had a small amount of life left in Japan.
I doubt 80,000-90,000 PPS is average, but to be fair I haven't looked at many PS1 games yet. This will be one of my side tasks.
I will reply to this with future posts.
I remember seeing "January 1995", even if its a launch game or not its still very early.
It just felt slow pace and clunky. But I didn't spend too much time with it.
I was hoping you guys wouldn't notice that, consider this an inside joke.
I tried with Model 3 before, but theres really no way of getting polycounts.
Yes Sony had tons of momentum going for them.
This is what you gotta do,
Dreamcast/GameCube/Xbox combined sales(55 million) x 3 = PS2 sales(160 million).
Yes its like the Burnout 3 of the PS1. Burnout 3 has average polycounts but its absolutely loaded with effects.
PS2 sold 155 million. Your point is solid but a minor correction.
EDIT on further inspection. No one fucking knows. Some sources say 155. Others say 158. So fuck me. Ignore this post.