PS2 wreckless the yakuza missions

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Uploaded by on Sep 24, 2008

the last mission for spy story

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Entertainment

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  • likes, 6 dislikes

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  • Activision wanted to make a better version on the Playstation 2 by doubling the number of levels and adding multiplayer.

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  • @madmax2069

    Its still good enough though, as 1MB can store 125 128x128x4bits or 128x128s at 6:1 compression and 500 64x64s at the same space. You can see what the game cube and Wii have done on just 1MB and get a picture.

    With bump maps, the color maps only need to be 4bit as well and the normal maps only have to be stored for the range they're using it, like in an N64/PS1 game.

  • @madmax2069

    PS2 still has to worry about the space it has, though. When it means to use the main memory, it means to use the VRAM fully used as a cache. This 48GB is split as well. GC and PS2 has a similar 10GB/sec bandwidth for texturing and the rest is dedicated for the polygons and screen data. PS2 relies on its dual context rendering environment and multipass for multitexturing, so this bandwidth is good for rekicking the same geometry around the alpha layers of the VRAM.

  • @silenceofthehills the PS2 has 4mb of texture ram (embedded DRAM) but has a assload of bandwidth at 48 gigabytes per second. the high bandwidth makes up for the low amount of vram, plus some of system ram can be dedicated to vram for some things. Low amounts vram with uber high bandwidth is just like having high amounts of vram at low bandwidth.

  • @silenceofthehills if your pushing the ram limits though it will make the frame rate suffer because you are running into a bottleneck. its like trying to run a game on a PC with just meeting the minimal system requirements, memory bandwidth also plays a huge roll in overall system performance as well. ram availability and bandwidth plays a crucial roll in system performance. if you have low ram and low memory bandwidth regardless of CPU and GFX power it will make the game play like crap.

  • @noideac

    To tell you the truth though, the major problem with this port is that they waisted their volumes by reducing them to a block. You faintly see the self shadowing on tires and parts of the car due to a self shadow artifact also seen in Silent Hill games and Ace Combat.

    All they really needed to do is keep the 24-30fps for the cinematic experience, put in Dark Cloud-esque field of depth blurring and make the lighting and shadowing more like Crazi Taxi's, vibrant and correctly ambient.

  • @noideac

    Thanks!

    Well, RAM doesn't factor the framerate, as it doesn't increase or decrease with it. Its simply your working space. PS2 has almost 2MB for texture memory and its 8bit texturing gets in about a similar 6MB extention, like GC does from its 6:1 compression from 1 MB. Jak is one game and it uses 7M polys/sec at average. I don't mind FPS dips though, just as long as they don't go below 20fps, which more has its own feel than distraction. Mostly, it should stay at 24-30fps though.

  • @silenceofthehills the PS2 seems to have a lot of power when it comes to lighting, but its biggest downfall id in RAM. I don't think I've seen a PS2 game running at a perfect 60FPS (please name one if there is one). I'm trying not to sound like a fanboy or anything, just trying to debate lol. Like your name btw

  • @madmax2069

    I bet that ScarFace taxes the xbox more than Wreckless, its just that wreckless has art quality and a nice smoothness to it, due to using shadow maps over volumes and depth bluring. However, disected, Scarface looks to use much more of xbox's power and should for being a latter generation game. This was practically almost a luach title, or even was a launch title.

  • @noideac

    Like by using the ScarFace lighting engine, they could have nice lighting and self shadowing. Bloom and haze are easy to do and the blurring doesn't require anything to be re-rendered. I've seen better texturing on the newest ps2 racers running at almost a pure 30/60fps, so that too can be done easily. The xbox was more powerfull, but in the important regions, it wasn't that much more.

  • @noideac

    Not really, the ps2/gc had only half the geometry power of the xbox and this game doesn't stress all of it. Even Jak2 was simply 56% of the VU1, without VU0 pre-processing the environment as a frame first. SH3 was analyzed and came shy of 50% as it had small areas with little amounts of monsters on screen. People judge only with the naked eye, but disected, its nothing. Simply, the haze, focal blur and self shadowing made most the effect, but these effects are doable or duplicable.

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