Wreckless: The Yakuza Missions, Mission A-1, Microsoft Xbox
Uploader Comments (BarthaxDravtore)
Top Comments
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@Fishtako12 This came out in 2002 you idiot. It still looks 5 times better than the shitty PS2 and GC versions Lol.
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@silenceofthehills Stuntman did not compare graphically with Wreckless on Xbox. For one, Stuntman had a fucked up framerate. Anywhere from 12-26fps, it was almost unplayable at times (Stuntman is an awesome though). Stencil shadows might have been an amazing feat for a PS2, but the Xbox could display stencil shadows and real-time reflections, 125,000,000 million polys/sec, higher res textures with Bump-mapping etc. Only Xbox could run games with graphics like Halo, Riddick, Wreckless, Forza..etc
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All Comments (32)
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@Daemonocracy One more time, THE GAMES SPEAK FOR THEMSELVES. PS2 clearly had the best library of games in terms of variety but in terms of graphics and technical prowess, the Xbox and Gamecube were clearly superior to anything the PS2 had to offer. I have visual evidence, you have spin.
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While RS2 used only 50% of the GC, its an overall percent and can't be trusted as "all 50% used individually". Max poly power was nearly used at that level of appliance w. their LOD, as devs say 2-3 layers are the performance/poly limit. Ps2 & GC's assets are thus identical.
GC only has more math ops, but hardcoded hardware isn't as math efficient as microcode. Because GC's instruction set is also limited, its balanced to ps2 needing efficiency, thought and LOD.
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As for bump maps itself, I have SW:RS3:RS and know only one light affects environmental normal maps. Ps2 has seen nice performance with normal mapping at 1 to 3 lights, plus specular. You only have to worry about operations rates. A 4x4 normal map eats less, as normal mapping works on the basis of every texel. If you LOD the rez with mips, like HitMan ps2 did, and remove it fully at a distance, Ps2 can run it at 30fps by average, with 15-25% VU1 reserved for bumps.
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The GC is proven to only to do 20million polys at 1 light and texture unit. Devs say that Rogue Leader pushed 200k at 60fps maximum (12M per second). That includes effects and everything combined together. It has a nice tessellation engine similar to the Jak game series which makes this possible. They also swap models and remove bump and shadow maps afar. These depth buffers for shadowing are done in a memory that has similar size to ps2's, so ps2 can do these too...
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In that case, you'd think RE4 was all ps2's fault, when it simply lacked standard gauroud shaded lighting we see in ps2 games with high poly budgets all the time in most rooms, which RE4 loads between segments anyhow.
Color: PS2 has double GC on 6:1 equivalent 16 color 4bits, which they used. 256 color 8bits allows near a 6MB extension at ps2's 2MB for texture cache.
Polys: 7-8M was the result of 40-56% average usage of VU1, mostly alone and w. dynamic lighting.
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@silenceofthehills The proof is in the games themselves. PS2 was outclassed by Wreckless in 2002. Hell, it was outclassed by DOA3 and Halo on Xbox launch day and Rogue Leader on Gamecube launch. Weak Sauce.
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Your words speak the console war to begin with, along with the ignorant ones who think it wise to just up Budz, without reading my responces, as if I have no concluding evidence on a lessertier version of SC:CT being more like TM:PoN with all the tiny 50k scenes intact (200-500k in total, under and near ps2's limits) at 30fps.
This pathetic console war nature is what pushed it to 2010-2011 anyhow. It ISN'T a big fuggin deal!
Well, as the footage poster, I'll put my twopence in: I don't care about the graphics capabilities of one system vs. another. I play games that I play and I enjoy most of them. If I enjoy it more, I play it more. When it comes to finding games, price is the key and GameCube games were always more expensive. Even today most GCN Mario and Zelda (all Zelda?) games go for second hand at more than half their original price. That is as off-putting as obtaining the PS1 Final Fantasy games.
BarthaxDravtore 2 months ago