The dreamcast supposedly has bump mapping in hardware, was there any particular reason it wasn't used? I can't think of a single game that does.
What about bloom effects? The PS2 could do them, Xbox too, GC... I dunno, can't think of any examples.
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You do, becasue you're come a bit of a cropper by posting a screen shot from the PC version the game doesn't look that good onthe XBox . Playing the game on your own TV is the best way to really see how a game looks and runs and its also more helpful to play it at the time it came out to really know what impact the game had at the time.You don't need to have physically played a game to compare how the graphics stack up
Its also so static , dull and lifeless and all very simple .Metroid Prime on other hand actually has real geometry sticking out of the walls, floors, and ceilings to actually give you more detail.
Thought all games had to direct X and pretty sure Orta is . Orta is an on-rails shooter and that will always help the game frame rate be better .Most of those Xbox titles that seem to be using DirectX, seem to run pretty sluggish. The games like Sega's Panzer Dragoon Orta (which don't use MS' DX8) run very well and I'd say are better looking titles overall.
I would be to differ myself .Yeah, there just so much going on with those levels in Metroid Prime.
It doesn't . DC support a effect that works and looks similar to Bump Mapping but the Power VR2 DC chispet didn't support itThe dreamcast supposedly has bump mapping in hardware, was there any particular reason it wasn't used
Yes it is but the trade off it worth it . The lighting effects made the game and was just amazing to see on a home console in 2004it's pretty apparent that the xbox is giving up some complexity to pull off those shiny effects
Name one Xbox game with similar game design that has better looking environments, and not just in static screen shots. And please don't say Otogi, I don't need a good laugh.
What 3rd party developer was going to port a PS2/Gamecube game to the Xbox using DirectX?Thought all games had to direct X and pretty sure Orta is . Orta is an on-rails shooter and that will always help the game frame rate be better.
Most of those titles that were shared with the PC were using DX. I could only imagine how much better Knights of the Old Republic could have been, if it wasn't tied to MS' resource hogging API.
Last edited by gamevet; 01-26-2014 at 06:54 PM.
A Black Falcon: no, computer games and video games are NOT the same thing. Video games are on consoles, computer games are on PC. The two kinds of games are different, and have significantly different design styles, distribution methods, and game genre selections. Computer gaming and console (video) gaming are NOT the same thing."
And I'm pretty sure Shenmue II uses it on coins. I know this has been discussed numerous times here as well.
Bump mapping was done in Shenmue II when you closely inspect a coin. That's all I know of.
Bloom isn't really "special". Any system that can do dynamic lighting can do bloom. You don't see it on the DC because it wasn't popular in that era. The only reason it's in Ico for PS2 is because it suited the artistic style of the game. It wasn't until around 2004 that you started seeing bloom everywhere. I think bloom was popularized because of people using older LCD displays that had shit contrast. I think there is some bloom in Skies of Arcadia though.What about bloom effects? The PS2 could do them, Xbox too, GC... I dunno, can't think of any examples.
You just can't handle my jawusumness responces.
Bump mapping is not a single technique, it's a generic term. If it looks like bump mapping, and smells like bump mapping, it is bump mapping, it doesn't matter how it is performed.
Yes and that's the trouble with just view videos on-line . You can also effect the contrast, Hum and various other things with most videocards and the software - It doesn't give you a real impression of what it was like to play it in your own home on a CRT TV. Saturn games really show this up where the High Res shimmer isn't displayed as good as it looks on a CRT TV, also some of the Mega CD roation effects don't look as good either (you lose the shimmer).So if anything I painted the Xbox game in a better light than it deserves
Bog standard effects compared to the graphics in Stanger, Riddick , Far Cry , HL II on the XBox it comes out 2nd best imo. Xbox was just a beast of a console for the timeThe levels have snow falling, a tarp flailing in the wind, lava flowing, exploding walls, steam and ice effects. What else is missing
You'll be surprised at the difference dynamic lighting makes to the game . The game looked really close to Doom III on the PC which given most people had to buy a new Gfx card just to run Doom 3 on the PC was amazing for a 3 year old console .So is the geometry in Riddick, your point
I'm just saying the facts and the fact is the DC Power VR didn't support Bump Mapping in Hardware at all.And I'm pretty sure Shenmue II uses it on coins. I know this has been discussed numerous times here as well
Pretty sure SEGA did with Monkeyball for starters Also Smilebit were made up from SEGA's old PC division and I'm sure in a interview they confirmed they were using Direct X for both Orta and GV as their R&D lines were accustomed to and use to using Direct X .What 3rd party developer was going to port a PS2/Gamecube game to the Xbox using DirectX
I didn't think the PVR2-DC had bump mapping either. But it is clearly listed in its specs in various places, and as somebody mentioned showed up in at least one game. I am fairly certain that any system with enough VRAM can do bump mapping, it is just a question of whether it benefits the game.
I personally don't think even later Dreamcast games would have used Bump mapping much when modifier volumes were effectively lossless.
Also, every mutlplatform game I have seen from Sega post-Dreamcast has the CRI-ware logo on it at the start.
1. The coins in shenmue use bump mapping.
2. There are multiple demos that use bump mapping.
3. There's documentation about those demos that state the system can do bump mapping in hardware.
4. Official documents state the graphics hardware can do bump mapping in hardware.
Based on the above I've come to the conclusion that TA is an idiot.
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And they're all wrong . DC Power VR didn't support it in Hardware its a fact .r. But it is clearly listed in its specs in various places,
Yep that's becasue most SEGA games use CRI Middleware for either FMV or soundAlso, every mutlplatform game I have seen from Sega post-Dreamcast has the CRI-ware logo on it at the start
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