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Truth about ps2 - part 1

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Uploaded by on Dec 22, 2008

Now after the ps3 was shown of the RBG settings, it's ps2's turn. Why? Because it still has support and as long as it does, Sony and others will continues to make content for it. They could still do something with it. This is not what you think, this has a deep explination from someone who knows cards and what not. This isn't for the console war, just to show what it could do.

It also compares the lag situations thanks to certain levels not having it at all, and also due to the light detail setting that was added (you'll see). After this, another test involving a level without it even at 10. This is more reliable as instead of being about the intensity, we know it's not there in calculation nor multi-pass. Distorted Demension and few others are levels without the effect, as it only does it as a shiney effect, unlike HitMan:BloodMoney.

However, note this is a tiny section with not so many Smiths this time around. Other ps2 games using the ps2 version of the Havock engine also seem poorly optimised and run bad on horrid graphics and not so good physics and activity.

This is in two parts due to time contraints. It will have what I wanted to say in the info as well. This video description info one will stay blank.

One of the major notes of this video is that they never picked their heads up during those games. After this, they went to an all time low that may even effected xbox's last games, as well as the Wii. You'll note that many ps2 games out today, aside a few, are worse then first/second gen games. All their focus is on PS3 and 360 is really why.

StuntMan2 and Mercs2 looked worse then the first ones, yet the activity felt similar to the first games. Would it even matter though? You remember that VU0 and the FPU pumps AI and physics seperately. Saying physics taxes the graphical ability is to say VU1 did any AI or physics calcs at all.

Anywho, StuntMan2 for instace featured a horrid damage model, close to the psx driver games at most all times, yet Driv3r and Scarface is a huge city full of nice car physics, damage, activity and AI, all complete with nice visuals that impress. The handling didn't feel as accurate as the first either, almost arcadish next to the first and ps3/360 version. Why didn't StuntMan 2 look like it, and why didn't Mercs2 decide to take from it's engine once making their little claim on similarity to the next generation graphics? No escuse to me.

FarCry on wii...crap. Yet, a lesser console with nearly the same memories as ps2 does a huge fully bump mapped environment with higher resolution textures, nice shadows and lighting.

Why is noone using these consoles as they could? They don't care really. They're too into power today, but it's also to do with lazyness. No one started developing higher calibur graphics as High Voltage noticed, due to merely not having it "out of the box". John Carmack, who recently talked about PS3, would agree. Too much emphasis is based on merely how hard it is to program for, which to a great point, is very unprofessional. However, note that PS2 can mimick hardwired hardware's ease by merely establishing the engine and continuously using it and it's abilities. Only will you need to optimise rarely if done correctly.

Part 2

http://www.youtube.com/watch?v=laWWmT5k4Cw

Part 3

http://www.youtube.com/watch?v=PXyFz7cCccE

Link

http://playstation2-linux.com/download/p2lsd/ps2_normalmapping.pdf

http://graphics.cs.cmu.edu/nsp/course/15-462/Fall04/slides/GameProg.pdf

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Uploader Comments (silenceofthehills)

  • i dont understand what the point of this video is, path of neo is a terrible game.

  • @SaucisseMerguez

    It has nothing to do with Path of Neo. Also, its not terrible, but flawed and could be executed better. The fighting is quite good, but its mared by overall mechanics and repitition. For the most part, it's not hindering anything, but it does feel sloppy to one point.

    The biggest flaw is that they carefully do the first film, then junk the remaining two films together as the last half, creating a tangled net of sillyness on top of a flawed experience.

  • @SaucisseMerguez

    New content to the film would be pretty entertaining, like the red pill stages, but they didn't have much of a "day in the life of" gameplay and made these levels apart of the main scenario over anything added to the game or secret.

    For example, they should have the stuck in a loop level, the one on the never ending train ride, as something you attain after trying to leave the subway before beating Smith.

    Overall, it feels like a title that had potential.

Top Comments

  • I agree with you

  • yeah, especially dreamcast which lasted only two/three years

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All Comments (33)

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  • So, the ps2 could do a lot of kick ass graphics, bump maps, dynamic shadows, lights... Damn, pretty cool!

    Hey man, you should do something like The Truth about Dreamcast, that console never got a chance to be maxed out, you should do a video about it, and about what it could do, im sure it could have been pushed far more then developers did...

    What do you think about that its capabilities?

  • @nooblet911

    I saw what you ment and sent you a PM on a nice DC page showing the stuff you could have done with it.

    Also, you might want to check out.

    These consoles weren't given their fullest credit, what a shame. See part 2 on some data on ps2 and GC BTW if you havn't already.

  • sorry, just type this in google:

    There are games on the Dreamcast that looks better than Metal Gear

    and click on the first link to see dreamcast bump mapping (the coin pic)

  • @nooblet911

    Didn't see it at first, but then I noticed the square patterns. I emulated it and saw that it wasn't bump mapping per say, but an interchanging of a texture map depending the angle.

    If you go up a ramp or list over to left or right, you will see that it doesn't change. So it's not real time, yet a neet trick to get something similar on a 64-bit console.

    As for DreamCast, if you can link me to what I mean here. Ps2 can do it due not having a hardwired GL in architecture.

  • watch this vid and focus on the truck's shiny metal - watch?v=_sdTJhP6TBw&feature=fv­sr

    dreamcast also could do normal mapping btw

  • @nooblet911

    It was the popular view, however, VU1 is PS2's GL and is a from scratch micro code architecture, you can see one of the links showing how to do normal mapping in the VU1 micro code. Made by someone inside IO intertainment, who did the HitMan series I think.

    Basically, emboss is not even software, it is merely a multi-pass unit shifting trick and therefore a hardware thing for ps2 as well as any other console.

    Blast Corps you say. I may check that out.

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