В чём смысл темы, я не понимаю?
Наслушался я этого bullshit'а про слабую ПС2 в своё время, думал тогда: " Если на ней игры порой выдают такое, что
, то что будет на Иксбоксе и Геймкубе?", а оказалось...
.
http://www.eurogamer.net/articles/digital-foundry-criterion-interview-part-two?page=2Digital Foundry: The lighting was incredibly good, but it's funny you should say that because when you fired a rocket launcher the screen filled with smoke. Alpha effects tend to slow the consoles down. Even Killzone 2 pares it back considerably compared to Black.
Richard Parr: That was a bit of a PS2-driven decision really. You talk about the embedded eDRAM on 360, it's the same on PS2, you can just draw lots of pixels. What are we going to do with that? We'll cover the screen with lots of smoke.
Alex Fry: Well you say that but the Xbox kept up as well. It rendered the world and the characters so much faster, because we went quite heavily with multi-textures at that point and the Xbox could do that better than the PS2, but it was slower at rendering particles. So whereas it might have only used a quarter of a frame rendering its characters and 75 per cent to the particles, the PS2 would've been more along the lines of 50-50... slower at drawing the world but faster at drawing the particles. It's another example of where the two trade-offs meet bang in the middle and it looks great on both.
http://www.eurogamer.net/articles/i_transformers_ps2Eurogamer: The key question is: how the hell did you manage to get the game looking so good on a format that most developers moan about getting results on?
Andrew Carter: Thanks! Well, ya know, it's all right, we'll survive! Really there are three things though. We have a vision and a firm opinion about what should be possible, what is acceptable and how to approach it on PS2. Play to its strengths. I'm not sure why developers moan today about PS2. It's a hard platform to get started on, but only because it is unique and requires special approaches compared to other platforms. But that pays off later and actually, although industry hype might argue with this, no other console, even Xbox, can match PS2's flexibility, Vector Unit power or polygon drawing speed. We design everything to exploit those strengths.
Lots of people will say they have great PS2 technology, but other than [Gran Turismo developer] Polyphony Digital, I usually don't think so! Our PS2 technology today is really great though, especially the visual and rendering systems, which I believe are the fastest and most powerful on PS2 - no one can display as many polygons at 60fps. Finally we have great artists that really work with the technical constraints and we try to balance art, technology and entertainment in equal measure.
И даже в мультиплатформе "всемогущий Иксбокс" резали по постэффектам и прозрачностям: на 1.26 начинается интересное
.
А сколько в одной из наиболее впечатляющих игр того времени, Hitman: Blood Money, эффектов подрезали
- если не считать водички местами, некоторых текстур и Widescreen'а на Иксбоксе, то ПС2-версия на СД-телеке запросто лучше выглядит, и при этом, сюрприз
, работает не хуже. И да, заранее пресекаю остроты про некстген-версии, так как тема всё-таки про консоли 6-го поколения, тем более по детализации выглядят они не сильно лучше, - это типичный кросс-ген. Безумные же бредни про Дримкаст из-за того, что она 480p в примитивных играх держит, даже обсуждать смешно
.
P.S: А, чуть не забыл свеженький ретро-выпуск DF по МГС2 прицепить
- ИксБокс не потянул, а вы говорите "Дримкаст, Дримкаст"
- см. с 30 минуты. А что бы было с третьей частью в случае портирования, вообще страшно представить. И у меня до сих пор смутные сомнения относительно того, почему Сайлент Хилл 3 не вышел на Боксе, так как ПК-версия была, и Иксбокс Конами поддерживали, и 4-я часть на нём вышла
.