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Crossplatform Titles Shortchanging PlayStation 2's Performance?

Thanks to GamerFeed for their new story noting that Sony Europe's research, using their 'performance analyzer', on the latest PS2 games. According to the piece: "The secret (or not so secret) way to unleash the PS2's power is to use its vector units (VUs)... of course, the games that used the VUs fared much better, and the game that scored highest did indeed use the VUs the most." An previous AnandTech analysis of the PS2's hardware explains a little further: "The power of the two VUs exists in the proper use of them as serial counterparts in handling the T&L calculations necessary during 3D rendering, but with the PS2 being... dramatically different from what most developers had seen in the past, getting the most out of the host CPU was quite difficult." The original article, in UK magazine PSM, concludes by pointing out: "A lot of the games that don't really use vector units are ports from other systems."

82 comments

  1. The same can probably be said for the rest by Dark+Nexus · · Score: 2, Interesting

    While there don't seem to be any studies to back this up for the other consoles, I doubt that many cross-platform games found on the X-Box or GameCube have any optimization for those particular platforms.

    Really, I doubt the PS2 is the only console who's power isn't being fully used.

    --
    Dark Nexus
    "Sanity is calming, but madness is more interesting."
    1. Re:The same can probably be said for the rest by Neon+Spiral+Injector · · Score: 2, Interesting

      I think more what you'll find is the developers will take advantage of the features of one system, then port the game to the others, just leaving out things that don't directly translate, rather than trying to find ways to impliment them differently.

      I really noticed this with Grandia II. It looked great on the Dreamcast. But when the PS2 version came out. It really did appear that the developers did what I said above. Anything they couldn't quickly port, was just removed.

      Of course all the GCN ports now are getting cheesy GBA tie-ins. But that isn't taking advantage of what the system offers in my opinion, it is just offering a gimic.

    2. Re:The same can probably be said for the rest by skwirlmaster · · Score: 1

      I agree with you 100%, this should be filed right next to "Corels Wordperfect port to linux (a la wine, for those not in the know) is a hack!" in the /. Database of obvious revelations

      I don't know why the game maker wouldn't want to make their game good on all consoles. It seems that people would buy more of a game if it was good for the console they already own. I have a PS2 and really don't want to have to maintain 3 console game collections, but the GC is calling me. *Drool* Metroid, Zelda, and soon a "Final" Fantasy game.

      --
      My inner self is ineffable, so don't eff with me.
    3. Re:The same can probably be said for the rest by bigman2003 · · Score: 1

      True-

      Just about any game that is multi-console will look best on the Xbox.

      But, just about any game that is multi-console will look worse on an Xbox, than an exclusive title will.

      Sony is whining about stuff that all of the consoles experience- they're just pissed because it always looks the worst on their system.

      --
      No reason to lie.
  2. This is one of the reasons for Linux kit by Kris_J · · Score: 3, Interesting

    Sony is heavily promting development of software that uses the VUs through their Linux development community. I bought the kit a while back, but I don't really have the right skill set to play with them. I'd love to see if, say, a Distributed.Net client could be optimised for them.

  3. The problem is the compilers by QuantumG · · Score: 3, Insightful
    Writing code for the Playstation 2's vector units is not exactly easy. There are no C compilers for the VU (Codeplay went out of business last year) so that means you have to sit down and write asm. Usually a game company will write some T&L code to go on the VU and then never touch it again, doing most the work on MIPS core. The VU can be used for a heck of a lot more than that. Unfortunately no-one can afford to do large amounts of programming on the VU because VU-asm programmers are hard to come by and the software they produce is impossible to maintain.

    What would be perfect is a compiler that could take ordinary C code and turn it into MIPS+VU0+VU1 code automatically, taking the best advantage of all the machine's resources. Unfortunately this pretty much exists in the realm of science fiction.

    --
    How we know is more important than what we know.
    1. Re:The problem is the compilers by Anonymous Coward · · Score: 0

      Codeplay went out of business? Do you have any more details on this? Their website has info on a new beta of VectorC dated 12/29/03. If they folded, I'm interested in more info.

    2. Re:The problem is the compilers by Anonymous Coward · · Score: 0

      what the fuck are you smooking? http://www.codeplay.com/

    3. Re:The problem is the compilers by Anonymous Coward · · Score: 0

      Codeplay spammed me not 2 weeks ago announcing a new version of VectorC for the VU. There is also the free VCL program which optimizes VU assembly code. We are using this to produce maintainable assembly code (yes, it is possible).

      The only true point in your post is that a compiler that produces code for 3 processors at once is science fiction.

    4. Re:The problem is the compilers by Robmonster · · Score: 2, Insightful

      VU-asm programmers are hard to come by and the software they produce is impossible to maintain

      Why is the code they produce so hard to maintain? Is there something particular about the languege used that leads to sloppy code?

      --
      I have no sig yet I must scream.
    5. Re:The problem is the compilers by hibiki_r · · Score: 3, Insightful

      Assemblers are really, really low level, 1 asm instruction is typically equivalent to 1 machine code instruction, as opposed to the 3-25 of machine code the typical line of C code is like. Adding the extra complexity of specifying which registry each piece of data goes to and the lack of high level constructs makes assembly code inherently harder to maintain.

      Also, there's the issue of the VUs being vector-based processors, which the typical asm-monkey or game programmer probably has little experience with. Add that to having 2 vector units available at the same time (parallel programming?), and ou get a machine that most 'mortal' game programmers don't get even close to being able to code for properly.

      On the other hand, I've heard from people that had to work both on PCs and PS2s that they'd rather handle the PS2s assembler than having to suffer through writing video code that works properly on the myriad of video cards avaliable today, most of which have enough little quirks.Most changes in the 3d engine code have to be tested on at least 8 computers with 8 video cards just to make sure that the latest change hasn't just made any of the test setups crash due to some bing in the directx drivers for that card.

    6. Re:The problem is the compilers by bluGill · · Score: 3, Insightful

      Not sloppy code, but hard to maintain. ASM does not allow for a lot of nice things that structured langauges allow for. You end up with a lot of lines that move from one seemingly random memory location to a different one, change bits seemingly randomly, and place the result in a different location. It is very hard to see what is going on for all the irrelavant things that happen.

      What makes it harder is nobody in their right mind would write in assembly unless performance is critical and no better algorythm is known, so assembly programers activly prefer hard to understand code that is fast over easier to understand code. That bit manipulation code above may silently depend on a side effect of an operation several instructions ago.

      Read the story of Mel. While no assembly programer intentionally writes code that hard to understand without documentation, they all look for tricks like Mel would use because they should never be called unless the C compiler can't optimise good enough. No matter how much they document things (and correctly documenting your code is hard) it is by nature hard to understand.

      Modern processors often have weird things going on too that you need to remeber. Delay slots, multipul pipelins to fill, and so on. A good programer (or more likely compiler) tune to take advantage of all this, but by nature is creates code that isn't liner.

      Now the VU units can't be programed in C (appearently?), so they don't nessicarly have to use all the tricks in assembly to make it go fast. However even still by nature assembly is hard to understand.

    7. Re:The problem is the compilers by H3lldr0p · · Score: 1
      Why is that? Wouldn't Sony, in thinking down the line just little bit, have invested in creating something like Cg in their SDK and dev kits?

      It makes little sense to release a game system with extra goodies for the graphics and make it hard to use those same said goodies.

    8. Re:The problem is the compilers by Anonymous Coward · · Score: 0

      I don't think the asm is extremely complicated. The programs ran on the VU tend to be relatively small.

    9. Re:The problem is the compilers by QuantumG · · Score: 1

      I used to work there, the office has shut down and the proprietors have moved onto other things. Apparently they're looking for opportunities to do more with their code base but I don't have any more information about that.

      --
      How we know is more important than what we know.
    10. Re:The problem is the compilers by QuantumG · · Score: 1

      One dude hacking a compiler does not a company make.

      --
      How we know is more important than what we know.
  4. mice by Hythlodaeus · · Score: 3, Insightful

    Forget vector units... I'd like to see multiplatform FPS's make proper use of MICE on PC ports. "Enter the Matrix", "Deus Ex 2" - I'm talking to you.

    --
    For great justice.
    1. Re:mice by Rallion · · Score: 1

      Yeah. ETM PC control was just...so, so, SO bad. All around, really, but especially on the shooting-from-the-car missions.

  5. Um? by unclethursday · · Score: 1, Interesting
    "A lot of the games that don't really use vector units are ports from other systems."

    Funny, most muti-platform games are designed on the PS2 FIRST, not last. There's two I can think of, though: Splinter Cell (which really did look good on all three consoles), and Wreckless: the Yakuza Missions (which is just a shitty game, period).

    There're very few that go from GC to PS2 or Xbox to PS2. Normally they're either PS2 to Xbox or GC, or they are developed at the same time for all the consoles that the game will launch on.

    So, I wonder how many games equates to 'a lot?'

    1. Re:Um? by simoniker · · Score: 1

      Another recent title which comes to mind is Max Payne 2 - that was definitely designed with Xbox/PC in mind, and the PS2 version is not so hot.

      I also think Sony are saying that even made-for-PS2-first games could look a lot better, too.

    2. Re:Um? by MBCook · · Score: 1
      I don't know about Wreckless, but Splinter Cell did look great on all three consoles. Now my understanding is that large parts of the rendering code were re-written on each platform to make it look that good. What the article is talking about (I think) is those games that get put on all 3 platforms real fast, and often lower quality things. I would guess that most of the games below fit the list:

      • Ty: The Tazmanian Tiger
      • The Matrix: Reloaded
      • Most sports games
      • Rayman 2 or 3 (Whatever the latest was)
      • The Sims: Unleashed
      • Other movie tie in games (Lilo & Stitch, Finding Nemo, possibly the Two Towers, although that there is a good chance that had the quality to do things "correctly" and really optomize things for the PS2).

      Now granted, some of these (sports games) might have no use for the VUs, but maybe they could have been used in another way. Basically the kinds of things that are designed and implemented on all three platforms at the same time, so people can get as much money as possible from the people out there. I think that the article is arguing that these "quick and dirty ports" hurt the quality of the PS2's library, which I'm sure is true. They also hurt the GC and XBox too, of course.

      Yes, most games are probably designed on the PS2 first (if not, they are probably designed at all three consoles); but if you are making a game for all the consoles to make money (not a big quality title), why lock yourself into having to rewrite rendering code for the other consoles by using the VUs?

      If only people would learn that

      --
      Comment forecast: Bits of genius surrounded by a sea of mediocrity.
    3. Re:Um? by unclethursday · · Score: 3, Insightful
      Oh yes. I have Max Payne 2 for my Xbox (we got it for free from Rockstar, but have to review it for GAF as my 'payment'), and it is one good looking game, in most respects (character models could still use some work).

      The PS2 version, by comparrison, is utter crap looking. Horrid, washed out textures, the overall blandness of the entire thing.

      Still, the PC version, with the correct PC graphics specs (which I don't have), blows the Xbox version away in graphics as well, especially since PC version of the game can support much higher resolutions than the Xbox version.

      I'm not saying games can't look awesome on the PS2, like it may sound like from my OP, really. Zone of the Enders the 2nd Runner is one gorgeous (and fluid moving) game, as is Final Fantasy X. But those are PS2 exclusive titles.

      But, we all know that when most games get ported from the PS2 to other systems that they suffer from 'PS2 Port Syndrome'; where the developers do a quick and dirty port, without offering buyers on the GC or Xbox the graphical abilities these consoles have over the PS2.

      UbiSoft showed that even with the limitations the PS2 has compared to the Xbox and GC, that you can still make a great looking game (Splinter Cell) and have it on all the consoles. In fact, IIRC, UbiSoft actually re-wrote all the rendering abilities for each console to be console specific, so that it would look good on all of them.

      So, while Sony Europe may be right that games could look better on the PS2, blaming 'ports from other systems' is simply laughable (again, 9 out of 10 go to the others from the Ps2, not the other way around). Besdies, with a few exceptions, Sony published games don't look all that hot on the PS2, either.

    4. Re:Um? by Anonymous Coward · · Score: 0

      Um ... Quake, Deus Ex, STV: Elite Force, Halflife, ... need I go on? These are the games that look the most shitty on PS2 because the developers do a shitty job converting them.

    5. Re:Um? by PainKilleR-CE · · Score: 1

      Another recent title which comes to mind is Max Payne 2 - that was definitely designed with Xbox/PC in mind, and the PS2 version is not so hot.

      The first Max Payne looked like crap on the PS2 as well, and had horrible controls on that platform. IIRC the reason for it looking like crap was because they used lower quality textures to deal with the memory limits of the platform. AFAIK there was no excuse for the controls.

      I really can't say I'm surprised that Max Payne 2 would look like crap on the PS2 given that it's the sequel to a game that looked like crap on the PS2. Either the hardware can't handle it, or the developer doesn't know how to make the hardware do it. It doesn't really matter which at this point, since Sony will just push the PS3 down the developers' throats within the next year.

      --
      -PainKilleR-[CE]
    6. Re:Um? by Mechanik · · Score: 1

      UbiSoft showed that even with the limitations the PS2 has compared to the Xbox and GC, that you can still make a great looking game (Splinter Cell) and have it on all the consoles. In fact, IIRC, UbiSoft actually re-wrote all the rendering abilities for each console to be console specific, so that it would look good on all of them.

      Actually, they had to do more than just re-write the renderer. The actually had to tune the content as well so the PS2 and GC could handle it. E.g., in several of the Myanmar levels, they had to make the streets just a bit narrower, and in some places shorter, so that the PS2 wouldn't choke on the level.


      Mechanik

    7. Re:Um? by Directrix1 · · Score: 1

      These VUs perform rapid successive floating point multiply accumulate operations which are utilized in all 3d graphics computation. If they are pumping triangles to the screen, texturing them, or calculating light distances and angles (which they all do) then they could easily fully utilize both VUs. Even then if they had some spare cycles left, they could get into audio processing which also could easily saturate a VU.

      --
      Occam's razor is the blind faith in the natural selection of least resistance and in universal oversimplification. -- EF
  6. Not an attempt at trolling... by orthancstone · · Score: 4, Interesting

    Perhaps this is a sign to Sony that the next console should be less complicated with its graphics. The Xbox is probably easy enough consider its DirectX basis and the Gamecube architecture uses one graphics chip rather than a convoluted parallized two chip system.

    While the PS 2 may have a powerful, robust graphics core because of this design, as has been pointed out: Does every company have the time to make use of the specifics, or are they going to do the least amount of work possible when porting to make a game playable and not horrendous looking?

    If cross-platform gaming continues to become a huge trend, it would be in Sony's best interest to try and simplify some parts of its graphics to make the best parts of it more accessible to developers that perhaps don't have all the time they need to port the game as well as they should.

    In the meantime, though, Sony has a large amount of exclusive content...so they shouldn't be too worried about whether or not they are getting optimization for cross-platform games. People are sure to still buy them but they most likely will definitely pay attention to kick ass exclusive games for being even better.

    (PS-If that sounded like complete crap, eh, oh well :/ )

    1. Re:Not an attempt at trolling... by obeythefist · · Score: 1

      Absolutely. You have to hand it to MS on this one, leveraging the already extensive DirectX development community was the only way the XBox could have reached a sizeable population of games as quickly as it has.

      Having said that, it seems in a lot of ways like Sony is just complaining and whining and boasting and snorting just as they always do, whine whine, "Our PS/2 is faster than a 3.4GHz P4, whine whine" and "Our Cell technology will make computers 1,000 times faster than current computers and we'll sell them in PS3's next year, whine whine".

      Of course at the moment they've only just announced that their console can maybe swing 60fps at about 800x600 or less. Hello, Sony, the early 90's called, they want their framerates back.

      --
      I am government man, come from the government. The government has sent me. -- G.I.R.
    2. Re:Not an attempt at trolling... by brotherscrim · · Score: 2, Interesting

      Of course at the moment they've only just announced that their console can maybe swing 60fps at about 800x600 or less. Hello, Sony, the early 90's called, they want their framerates back.

      Of course, that framerate and resolution is already twice what 95% of all televisions in the US is capable of doing...

    3. Re:Not an attempt at trolling... by DeadScreenSky · · Score: 1

      You and your friends must be using a bizarre television then. The standard (non-HDTV) television in the US and Japan updates 'the screen' at around 60 times a second, interlaced. Every other line is updated 30 times a second, but the screen itself is essentially running around 60 FPS.

      The visual differences between 60 FPS and 30 FPS games on a standard American/Japanese television are very pronounced, assuming you have a bit of experience with gaming and are using the right type of game (racers probably being the most obvious).

      --
      There is no excellent beauty that hath not some strangeness in the proportion. -- Francis Bacon
    4. Re:Not an attempt at trolling... by ALLXSTHINGS · · Score: 0, Troll

      Bullshit. Updating the even scan lines at 30 hz and then updating the odd scan lines at 30 hz (staggered) means that the whole screen is updating at 30 hz.

    5. Re:Not an attempt at trolling... by DeadScreenSky · · Score: 1

      No. It means it is updating at around 60 FPS, interlaced.

      IIRC, the whole screen is still being drawn 60 or so times a second, just every line is only updated to a new image every other frame. It runs at this speed to keep even with the normal operating current of US power. I am not a television expert by any means, so please google if you don't believe me. And like I mentioned, the difference is really noticeable in games. Grab a 30 FPS racing game (say, Project Gotham 2) and then compare it to a 60 FPS (Rallisport Challenge, maybe). Huge difference.

      --
      There is no excellent beauty that hath not some strangeness in the proportion. -- Francis Bacon
    6. Re:Not an attempt at trolling... by ALLXSTHINGS · · Score: 0

      Yes, you are correct --- but read what he said carefully. It is different from what you said. What he said implies that the screen effectively updates at 30 Hz --- not 60 Hz.

    7. Re:Not an attempt at trolling... by ArmpitMan · · Score: 1

      Of course it's more noticible. The game listens to input twice as much, so it's that much more responsive. It's not your eye that's noticing, it's your fingers.

    8. Re:Not an attempt at trolling... by DeadScreenSky · · Score: 1

      Wrong. The difference is apparent even when watching a rolling demo or someone else playing. There is a reason many devs brag about reaching a steady 60 fps on a console game, or why developers like Bizarre Creatures get all defensive when they dropped their framerate in PGR2 to 30, or why Namco included a prototype 60 FPS version of Ridge Racer on a bonus disc for one of the later Ridge Racer games that couldn't reach 60 (forget its name). The visual difference is there, and it is obvious with a little experience.

      I am not sure I even buy the 'it is twice as much input' play control argument anyway, as a developer could put input speed as fast as they want (within hardware limits) and ignore the framerate entirely. What's more, I find it unlikely that a player would notice a reaction-time of 1/30 a second vs. 1/60 anyway - the body's reflexes simply aren't that fast/accurate, and the controller doesn't really allow radical enough changes in that short period of time (can't move an analog stick from side to side that quickly, for example). Unlike vision, which also has the advantage of a more constant example being presented.

      --
      There is no excellent beauty that hath not some strangeness in the proportion. -- Francis Bacon
  7. Focus more on the software than the platform by trajano · · Score: 2, Insightful

    A lot of games or programs on any platform including the PC do not take full advantage of the platform. The best way to take advantage of the platform is to code in assembly.

    However, this is not really the best use of time for people. Developing in higher programming language in a cross-platform way will end up with better SDKs for the game company.

    Here's the priority list I would run my game company.

    Focus more on developing good games first. The principal task of a game publisher should be to get his game sold not necessarilly selling the console.

    Make it easy for your developers. Choose the platform where it is easiest to program your game in so you can get to market quicker. If your game is good enough, people will buy the console to play your game.

    Expand your audience. You can port your games to other platforms at this point. This exercise will promote code abstraction and re-use within your development group.

    This is where you start grouping your programmers into the "just-do-it" crowd and "do-it-properly" crowd. They both have their uses.

    The "just-do-it" crowd will make you reach your market first. Don't put too much of into this effort. Its going to be too frustrating and boring for most of them, shove them into new development ideas.

    The "do-it-properly" crowd will tend to make things slower, but should know how to group and make things better for the code base. They should be promoting code re-use and proper abstractions to help porting to other platforms easier. Don't put too much of them into new development otherwise you'll have conflict with the "just-do-it" crowd.

    Learn from your successes. Focus on this one first, as its more positive to your employees. Expand your libraries. Promote code re-use. Think of the sequel.

    Learn from your mistakes. Prevent problems in future projects by learning from them and removing the people that don't.

    --
    Archie - CIO-for-hire :-)
    1. Re:Focus more on the software than the platform by unclethursday · · Score: 1
      Make it easy for your developers. Choose the platform where it is easiest to program your game in so you can get to market quicker. If your game is good enough, people will buy the console to play your game.

      This is probably, besides the "design a great game" part, the most important thing to remember. However, it is more on the hardware manufacturers than the developers to provide easy to program for hardware.

      Look at history, and you'll see only one fluke, the PS2. The Sega Saturn was a bitch to program for, according to developers; the Dreamcast's PowerVR made it hard for some developers; and the N64 wasn't easy to program for either. The reason that we see so much support behind the PS2 is userbase, so even though it's a bear to porgram for, companies know they can probably make money on the PS2. (It's also unfortunate that most of that userbase, initially, was built on unfulfilled promises and hype by Sony.)

      Both the Xbox and GameCube are supposed to be really easy to program for. DirectX in the Xbox is known by many developers; and the OpenGL libraries for the GC are well known by developers as well. Plus, both companies supposedly offer very good support for developers in learning their hardware.

      While Sony does use OpenGL in the PS2, the use of both the Emotion Engine and Graphics Synthesiser processors for everything (which was the main complaint of the Saturn, remember; it had multiple processors that needed to be used in conjunction to achieve the best results), as well as using the VUs in ADDITION to the Graphics Synthesiser/Emotion Engine processor use combo, makes it harder to make games that will both look real good and move at decent frame rates. Plus, Sony is supposedly not very friendly at helping out the developers in learning the hardware.

      And, the unfortunate thing is that I don't see the CELL architecture being very programmer friendly, either. Supposedly 4 CELLs in one PS3? Is the architecture of the CELL something that developers can learn easily and quickly? Will Sony offer support to developers to learn the CELL architecture? If the answers are on he bad side for all of these questions, then I don't see the PS3 being a dream for developers; unless Sony's hype can make it sell out in one day again.

    2. Re:Focus more on the software than the platform by Anonymous Coward · · Score: 1
      There are so many things wrong with you post it practically kills me:

      the Dreamcast's PowerVR made it hard for some developers

      Only for idiots. the N64 wasn't easy to program for either

      Not even close. And much easier than the PSX which was perhaps designed and definitely documented by retards who had never read anything in the 30+ previous years of computer graphics research and practice. While Sony does use OpenGL in the PS2

      Buzzt. NO ONE uses OpenGL on the PS2.

      as well as using the VUs in ADDITION to the Graphics Synthesiser/Emotion Engine processor use combo

      Oh, god..

      Dude, do you like print out the gaming news message boards onto hemp paper and smoke them??

    3. Re:Focus more on the software than the platform by SuiteSisterMary · · Score: 1

      There's a reason that, say, Dead or Alive 2 for the DreamCast looked better than DOA2: Hardcore for the PS/2.

      The Saturn went for a multiprocessor design, as well, but didn't have the userbase to force developers to take it. Sony, on the other hand, can easily force said developers to take it.

      --
      Vintage computer games and RPG books available. Email me if you're interested.
    4. Re:Focus more on the software than the platform by Anonymous Coward · · Score: 1, Informative
      Buzzt. NO ONE uses OpenGL on the PS2.


      Word. Dunno what the parent poster was talking about, but clearly he/she lacks real game dev experience, as neither the PS2 nor the GC use OpenGL.

    5. Re:Focus more on the software than the platform by JasonAsbahr · · Score: 1

      http://ps2gl.playstation2-linux.com/

  8. VU Useage == Good Game by MBCook · · Score: 4, Insightful
    It's the magic formula to success! No wonder the XBox is terrible, it has no VUs! OK, in all seriousness the VUs don't magicaly make games better, that is a result of the reason, not the cause.

    This makes perfect sense. The developers who use the VU are the ones that take the time. Quick and dirty ports wouldn't use it, but if you take the time to optomize for the VU and such, then chances are you'll take the time to optomize other things. You'll make the sound work well, get rid of the logic glitches, adjust the diffuculty so people don't get stuck because you left out some clues to where the key is hidden, etc. The publishers and developers that take time to make great games spend some of that time one the VUs.

    So, indirectly, it makes perfect sense that VUs make a good judge of quality. Now if only other publishers would stop making so much shovelware. The PS2 (and other consoles too, but especially the PS2) has a LOT of great games. But for every great game the PS2 has, it has TONS of shovelware. Unfortunatly, often the shovelware gets great marketing (Finding Nemo, The Matrix: Reloaded, BMX-XXX) and great games (Amplitude, Ico, etc) don't get nearly as much and so they don't do nearly as well, because a large number of games are bought by parents who don't know what games are worth money, or what aren't worth their weight in dust.

    --
    Comment forecast: Bits of genius surrounded by a sea of mediocrity.
    1. Re:VU Useage == Good Game by Rallion · · Score: 0

      Or...if you take the time to use the VU's you're more concerned about making a 'visual experience' than an actual goddamned game. You see it all the time--games that obviously had a LOT of work put into them, particularly in visual effects, but are still very, very bad. I don't think you're right at all. Well, in some cases certainly, but not as a rule.

  9. With few exceptions, cross platform games suck on the PS2.

    They generally, in order of appearance look best on the X-Box, slightly worse than the X-Box on the GCN and then like a generation behind on the PS2.

    Maybe it's the VU programming versus more direct and easier methods on the GCN and X-Box(I've heard the X-Box is easy as pie to code for[I'd hope so, considering it comes from the same company that came up with the idea of wizards for deriving classes!], and Nintendo has excellent developer support as well, whereas Sony's isn't too hot in comparison) that makes us see this effect.

    I somehow doubt that however. I think the PS2 is just the weakest of the 3 systems out(and it is, regardless of whether the problem is dev[and dev support] side, or hardware side).

    --
    The key to the enjoyment of pop music is to replace any instance of "love" with "C.H.U.D."
    1. Re:Duh by Anonymous Coward · · Score: 0

      Of course! If only there was a wizard for writing VU code, then the PS2 would suddenly develop the pixel-shader capability that makes X-Box and GC games look so much better.

  10. You're exactly right by Rakthar · · Score: 2, Informative

    The more eclectic you make your system, the more you limit who will spend the time maximizing its performance. If you remember the Dreamcast, they decided to go with a PowerVR type tile based architecture. It caused problems with ports and some of them required quite some rewriting before they would work properly. End result? Limited third party support, and part of why the console did so poorly.

    The PS2 is the 800 lb gorilla so of course it's not going to miss out on any ports. That being said, when Sony chose to get cute with their architecture, they also chose to limit the amount of people that would maximize its power. Was it worth the (hypothetical) 5-10% speed increase in highly specialized apps if non-optimized code runs 20% slower? I'd say no, but for that answer you'd have to ask Sony.

  11. Performance Analyzer presentation by antime · · Score: 4, Interesting
    I'm not sure it's this the article is referring to, but here's lecture slides on the performance analyzer from the Game Developer's Conference 2003 that includes some case studies.

    For more info, look at the other docs on SCEA's R&D site and SCEE Technology Group's site.

  12. I hear ya... by JohnLi · · Score: 1

    Don't the studios have a vested interest in lenghtening the life span of a console? Add potential features strategicly so as to have some "wow" left over. The Madden series of games gets better looking every year on the same hardware. sort of like forward expectation control and management.

    crazy.

    --
    The / in /. would be more accurate if it leaned to the left. http://www.metricnut.com
  13. Porting problems due to VU programming by servognome · · Score: 1

    The difficulty in programming the PS2 VUs has prevented the port of Strongbad's Vector Graphics Based Game. Strongbadzone
    Maybe one day technology will catch up. Strongbad E-mail "Video Games"

    --
    D6 63 0D 70 89 81 BB 8E 7B 7C 5F 5D 54 EA AB 73
  14. the real culprit by soundF*!k · · Score: 1

    The biggest problem with the ps2 as far as perceived performance and final render quality for ported games is the comparatively limited ram and all those processors contending for the iop bus. Art and sound assets from an xbox game have to be severely cut down to fit in a ps2. Sure, VU assisted rendering would make some things look nicer, but you're still dealing with limited space for textures and sounds compared to xbox.

    As far as what systems are used for most cross-platform game dev, what I've seen with this generation of consoles is most iterative design and art work being done with xbox dev kits, and then testing and tweaking finished levels for the ps2 and gamecube. For daily use, the xbox dev tools are simply faster and better integrated.

  15. Performance isn't everything! by KNicolson · · Score: 1
    How many PS2 games actually suffered sales loss from complaints about it being only 30fps instead of 60fps? How did sales figures correlate to high performance scores?

    Instead of Sony bemoaning that developers aren't using the full power of the machine, shouldn't they instead concentrate on how they can make it easier for the developer to unlock that power?

  16. Don't blame the companies by Ignorant+Aardvark · · Score: 1

    Blame Sony and the PlayStation2. It was Sony, after all, who chose to go with some crazy newfangled hardware-graphics "solution" that everyone knew was going to be hard to program for. I had doubts at the system's announcement and they proved to be founded. What Microsoft did with the XBOX seems to make a lot more sense - make a system out of standard hardware that everyone already knows how to program for. That the PS2 has been around for so long and its full power still remains untapped is testament to its poor hardware design.

    1. Re:Don't blame the companies by Anonymous Coward · · Score: 0

      Actually, both the PS2 and the X-Box are poorly designed. The PS2 is cheap and nasty; the X-Box is sleek but far too expensive to ever make money from (hence why Sony are making huge profits in this generation while MS are still making huge losses). Only the GC properly worked within the cost constraints to provide a cheap and clever system.

  17. Relative power of machines by GreatDrok · · Score: 4, Informative

    I get asked all the time which machine is most powerful. It is easy to answer that it is the Xbox because it has a 733Mhz processor and NVidia GPU but in reality that is missing the point. When Sony designed the PS2 they were a couple of years earlier than the Xbox so clock speeds were lower, the 300Mhz MIPS RISC processor was very fast for the time, much faster than any available Intel chip, they were still being used in SGI workstations for example and those are beefy pieces of kit. The problem for Sony was to increase the grunt while being limited by clock speed and the best solution is to introduce parallel processing. The VUs are no different to SSE and SSE2 that Intel introduced in the PIII and P4 line but you don't hear people throwing stones at Intel for doing that.

    The problem Sony has is convincing programmers to look beyond the capabilities of the basic MIPS processor and getting them to use the VUs but just as it is difficult to really make SSE kick arse it is difficult to get VUs working well. I used to program massively parallel computers (look up MasPar) for a living and they were hard, one of the reasons the company eventually failed in fact. However, the techniques used to program that beast are the same as used to write code on the VUs and SSE. I have seen applications that increased in speed by a factor of 20 (not 20%, 20x!) through the use of SSE on Pentium chips so when Sony gets annoyed that people are not using the VUs and so making the PS2 look like it isn't very powerful, well, you can see their point.

    As for the relative power of the PS2 versus the other hardware, have a look at Gran Tourismo 4, or Killzone and reconsider your position if you blindly believe that power is all about clock speed and DirectX.

    --
    "I have the attention span of a strobe lit goldfish, please get to the point quickly!"
    1. Re:Relative power of machines by Naffer · · Score: 2, Insightful

      Yea, have a look at Gran Turismo 4, and then scrub the jaggies out of your eyes with a rough sponge. Yes, the game looks better then previous PS2 games. I own a PS2, and will be buying GT4, but it really isn't all that incredible. It's not just the 300Mhz RISC processor that slows down the PS2, but the lack of RAM as well. Sure there are great methods for swaping textures using the PS2s quick bus speeds, but why bother? Sure, some developers will always spend the time to dig through the spec sheets and program for the extra VUs, but at what cost?

      Consider this: How much quicker and more complete could a game be released if the developers didn't have to spend countless hours coding ASM for sony's extra units. What if they had enough RAM for a full scene, and didn't need to do creative swaping? What if all the energy poured into making a game run decent on the PS2 could be put into the game itself. Sure, there are techniques to be used that make the PS2 a formidable system, but techniques take time, and time as they say, is money. I for one, hope Sony does a U-turn and sticks with a single chip or CPU+VPU setup next time.

    2. Re:Relative power of machines by Anonymous Coward · · Score: 0

      >The VUs are no different to SSE and SSE2 that
      >Intel introduced in the PIII and P4 line but you
      >don't hear people throwing stones at Intel for
      >doing that.

      Man, if you are going to make a technical point, at least know what you are talking about. The difference between the PS2's vector units and P3/P4's SSE/SSE2 is huge. SSE/SSE2 operates synchronously (at least at the conceptual level) - it uses the same instruction stream as the rest of the CPU. VU1 operates asynchronously. VU0 can be run in sync with the CPU (macro mode), but running it async gets you more bang for the buck.

      A beter analogy is that you can view one mode of VU0 as SSE, and VU1 is like DX9 vertex shaders + more crap. Or even better, VU1 is like writting microcode for your DX7 video card.

      Anyway, the PS2 _is_ a PITA to program. I mean it's fun if you are a hardcore HW/graphics geek, but if you are more interested in making good games, it's just another hurdle.

      Ugh.

      Why do people feel the need to sound knowledgeable when they talk about things they don't understand??

    3. Re:Relative power of machines by PainKilleR-CE · · Score: 1

      Man, if you are going to make a technical point, at least know what you are talking about. The difference between the PS2's vector units and P3/P4's SSE/SSE2 is huge. SSE/SSE2 operates synchronously (at least at the conceptual level) - it uses the same instruction stream as the rest of the CPU. VU1 operates asynchronously. VU0 can be run in sync with the CPU (macro mode), but running it async gets you more bang for the buck.

      Additionally, most compilers can do at least some SSE/SSE2 optimization on their own. It's not going to be as good as spending the time to hand-code for the instruction sets, but since not everyone has a processor with those instructions, it gives the developer the choice of whether or not hand-coding is worth the boost in performance for a segment of their market that may be very small or very large, depending on their project, while still giving those users that have the instruction sets some benefits from purchasing the hardware (if the developer at least takes the time to allow it to be used in their software).

      --
      -PainKilleR-[CE]
    4. Re:Relative power of machines by vasqzr · · Score: 1


      When Sony designed the PS2 they were a couple of years earlier than the Xbox so clock speeds were lower, the 300Mhz MIPS RISC processor was very fast for the time, much faster than any available Intel chip, they were still being used in SGI workstations for example and those are beefy pieces of kit.

      When the PS2 was released (October 2000), you could get a 700-933MHz, 256MB, GeForce equipped PC from Dell for less than $2,000. That type of PC > PS2.

      I remember seeing one my friend bought on eBay for $450, and saying "Well, the graphics are almost as good as the PC...I'll hate to see what happens when DNF comes out"

      I'm still waiting, but PC graphics have progressed ten fold. Seen Quake III?

    5. Re:Relative power of machines by GreatDrok · · Score: 1

      "When the PS2 was released (October 2000), you could get a 700-933MHz, 256MB, GeForce equipped PC from Dell for less than $2,000. That type of PC > PS2."

      A 300Mhz MIPS chip is a very nice RISC processor. When the PS2 was being designed it was far faster than any Intel processor available. Even with a PIII running at 700Mhz+ the MIPS could hold its own with well optimised code, not to mention that they then added the VUs which are not standard equipment on MIPS. The design process for the PS2 would have started around '96, what were Intel producing then? It went into full production in early 2000 and had a price point of what, $400? Compare that to your $2000 PC.

      --
      "I have the attention span of a strobe lit goldfish, please get to the point quickly!"
  18. Typical by nickos · · Score: 1

    This is typical of machines that use a custom chip approach to hardware. Anyone who remembers the appalling port of Street Fighter 2 to the Amiga 500 compared with the graphically superb (but poor playing) Elfmania knows what I mean. I'm sure there are other examples of really bad ports in gaming history...

  19. Just hard to program, and low powered too by Chris_Jefferson · · Score: 1

    It it true that porting an application quickly is always going to result in a less impressive application than if you re-wrote from the ground up, writing ASM for all system-critical bits.

    On the other hand, if you have a well-designed system then porting should still produce a quality application. This isn't the case for ports to the PS2 (as it wasn't in the case of the Saturn). This just means the PS2 is a bugger to program. That sounds like Sony's fault to me.

    All the PS2->X-box conversions I've seen, while not looking as good as Xbox apps could do have mostly looked better than the original PS2 versions..

    --
    Combination - fun iPhone puzzling
  20. Developers don't port the game by obsid1an · · Score: 2, Informative

    Usually, a 3rd party is responsible for porting games. Unless it is a big development company or part of a bigger publisher, it just isn't feasible or worth it for one company to port the game to all platforms. Another company which only does porting is usually responsible for the port.

    1. Re:Developers don't port the game by Directrix1 · · Score: 1

      I really don't understand this. You can abstract out your programming enough to just allow the backend to be replaced with a couple simple T&L pipelines, or whatever you want on the PS2. It really is just the developers being ultrafucking lazy.

      --
      Occam's razor is the blind faith in the natural selection of least resistance and in universal oversimplification. -- EF
    2. Re:Developers don't port the game by The+Snowman · · Score: 1

      It isn't always this simple on console gaming platforms. Depending on the console you don't necessarily have a high level language that translates well between platforms. It isn't as simple as linking to the C++ standard library which is almost identical across platforms, or using qt GUI widgets, etc. Try porting highly optimized assembly code (or another low level language) to a different CPU. It is not trivial.

      --
      24 beers in a case, 24 hours in a day. Coincidence? I think not!
    3. Re:Developers don't port the game by Directrix1 · · Score: 1

      Well, but they wouldn't be porting the asm. Thats the point. They write the code with the assumptions that some functions will be filled in with the appropriate platform specific instructions, whether it be DirectX calls or VU asm. They know what it will be doing. They won't be porting they will be reimplementing, and it wouldn't really be that large a chunk of the program. And it would only be a one time effort. After that they have the codebase for optimized cross-platform game programming for reuse in their other games.

      --
      Occam's razor is the blind faith in the natural selection of least resistance and in universal oversimplification. -- EF
  21. alas, poor GTA:3 by kisrael · · Score: 1

    GTA:3 and Vice City are games that I think really suffer from being first made for PS2 and then ported...at least, PS2's limited memory issues is the explanation I heard for the games' tendency to dissappear random traffic cars and pedestrian while your back is turned. I can't help thinking those 2 games would be much better if they had started on Xbox, or GC (as unlikely as that is)

    --
    SO YOU'RE GOING TO DIE: The Comic for Dealing with Death
  22. It's called a "learning curve." by Crash+Culligan · · Score: 1
    Don't the studios have a vested interest in lenghtening the life span of a console? Add potential features strategicly so as to have some "wow" left over. The Madden series of games gets better looking every year on the same hardware. sort of like forward expectation control and management.

    Not really. The manufacturers may have a vested interest in lengthening the life span of a console, but the third-party developers have a vested interest in pushing as much "wow" into their games as possible. Unless they're lazy, distracted, or disinterested.

    It's not that EA Sports had the extra "wow" to give on previous games. I seriously doubt that any video game project manager, on a Madden football title or any other, will look at test-play footage and say...

    "Whoa, this is too much! Our players won't be able to handle all these elements of quality! Send this stuff back to the art department and have them muddied up, and maybe rough up the edges of the texture maps so they can see where they begin and end. We have to get the end-users to warm to these developments slowly or they'll be shocked and go play something else."

    The Madden games look better every year on the same hardware because they produce the games annually, and each year they learn some more about the process from the previous year's efforts.

    That said, can developers get lazy? Yes, and on any platform too. Who wants to reinvent the rendering engine when the one in the previous game (or this textbook) worked so well? Sooner or later it happens to everyone. The PS2 has a sharper learning curve. Getting lazy when developing on it does more damage and produces lackluster results. The Xbox was designed with a smoother curve, such that it required less effort to produce good product, which makes it a good sell to the average developer.

    Sony's thinking, way back then, was that because no developer wants to produce an average game, they'll take the time to master the technology in the PS2, so they built it with as much potential as they could cram in. Given the topic, that thinking, noble as it might have been, seems to be hurting them now. People who develop something that looks good on the Xbox take a look at the PS2's devkit, say "What the hell is all this?", and just shove some code in a folder and compile it. "Aw hell," they'll say, "this is Sony. They can make anything look good. And if it doesn't, we'll blame them for making their tools so hard to use."

    The only way to really compare the two platforms would be to build identical games from scratch using the same basic specs and ALL the tools and tricks that each platform makes available. So far as I know, nobody's done that. (Corrections, anybody? Please?) Were they to do that, my money'd be on the PS2 to pump out more wow, even though it came out months before the Xbox. Steeper learning curve, but higher potential.

    --
    You cannot truly appreciate Dilbert until you read it in the original Klingon.
    1. Re:It's called a "learning curve." by Rallion · · Score: 1
      The Madden games look better every year on the same hardware because they produce the games annually, and each year they learn some more about the process from the previous year's efforts.
      Or maybe it's because they just improve the old code rather that rewriting it.

      I actually think the parent makes more sense. If the next game didn't look better than the last, who would buy it? They don't care too much about the console itself, no, but leaving room for improvement does still help their game sales. I know people who own every Madden game since they started making them. Just because each time, the graphics were better....gah. Idiots.
    2. Re:It's called a "learning curve." by CaptMonkeyDLuffy · · Score: 1

      Not exactly from scratch, but the game that's the closest I can think of to a 'fair shot' for all of the competitors would be Soul Calibur II. Originally for arcade hardware, thus not originally designed around any of the home consoles in particular. Taking a look at SC2 on a console in relation to other games on the same console, it certainly looks like they put a strong effort into tweaking the game to the utmost for all the consoles.

      And in the end, the PS2 version does notably lag behind the Gamecube and Xbox versions, which are graphically pretty damn similar, though the Xbox holds has the nice addition of multiple channel sound for those with a good audio setup...

      Shoot, for a video game specific comparison, just because the Saturn was hard to program for with a lot of parallel processors, didn't mean it would be more powerful than things that came out much later than it...

  23. You said it. by Anonymous Coward · · Score: 0

    Really, who fucking cares about clock speeds and vector units unless you are actually programming the game? Every Xbox owner likes to pimp their system because it has the best this or that, but what difference does it make if none of the games are fun?

    The Xbox has some quality games with good graphics, but the PS2 has so many cool games that you don't see for other systems. I really don't care if the PS2 used a tin can with string to send data across the bus. It was only last month that I finally retired my Dreamcast. now *that* system had some fun games.

  24. Only 30fps? So what , thats all TVs do anyway! by Viol8 · · Score: 0, Troll

    WHat exactly is the point of creating games that do more than 30fps? Remember this is a console that PLUGS INTO A TV! There is NO POINT
    in writing a game that does 60fps if no one is going to see 50% of the frames. Far better to use the processing power to do the AI or phyics
    calculations.

    1. Re:Only 30fps? So what , thats all TVs do anyway! by Quobobo · · Score: 1

      Isn't NTSC 60fps and PAL 50fps?

    2. Re:Only 30fps? So what , thats all TVs do anyway! by Viol8 · · Score: 1

      They're interlaced. That means you get half of each frame in each scan which in reality works out at 30/25 fps.

    3. Re:Only 30fps? So what , thats all TVs do anyway! by CaptMonkeyDLuffy · · Score: 1

      Er, you do realize that both the GameCube and Xbox have pretty decent support for progressive scan(and there's even fledgling support on the PS2 with only recent models, I believe...). Shoot, the Xbox can even do some of the higher resolutions provided on HD ready sets... So, 60 FPS does matter, assuming you're going progressive scan... (and it does make a notable difference)

    4. Re:Only 30fps? So what , thats all TVs do anyway! by Anonymous Coward · · Score: 0

      Wow, you need to study up a bit on your TV signals.

      NTSC televisions operate at 59.97Hz. Many games will lock their framerate to either this frequency or 29.98Hz. Both of these numbers are why 60fps and 30fps are so important in console games.

      A NTSC TV is interlaced which means that you only see half of the display lines updating, however your brain is very adept at merging visual information. Let's also not forget that TV sets are capable of progressive images these days and have been for at least 5 years. These TVs can display the full image each frame.

      It's also worth noting that many console games take advantage of the fact that TVs are interlaced. For example Soul Calibur 2 only updates half the lines each field.

      While we are discussing television, don't forget about motion bluring and real-world visual cues. For example a film can look great at 24fps because the film shutter captures information over time. Thus thanks to the films exposure to light if a car is moving very fast you will still get a bluring of the car as it zips by. In a computer game we aren't so lucky. If a car zips by us at a rate faster than our framerate it's possible that the game will never generate a frame with that car in it! In practice this is rarely a problem.

      So the point of all this: Even if you only get to see half of the frames it's very easy for your eye and brain to tell that a 60fps image has a much smoother feel to it.

      (As another aside, if you have a monitor that syncs way up into the 100Hz range it's fun to play around with FPS games to prove this. Find a game you can lock the framerate with and make sure vsync is turned off. Grab a joystick that you can rotate your character with and make him spin around endlessly. Starting at 30Hz, up the framerate 10Hz at a time until you find it hard to see the framerate increase. Now be amazed... most people I've seen tested this way have no problem seeing difference between 90Hz and 100Hz. Plenty more can perceive differences well past 100Hz.)

    5. Re:Only 30fps? So what , thats all TVs do anyway! by Viol8 · · Score: 1

      SO what. HOw many TVs (that dont' cost $$$$$$) have progressive scan? Not many and certainly not the portable sets that most kids will play
      these consoles on anyway.

  25. Lazy Software Engineers by xero314 · · Score: 1
    After reading this article, the response to it, and knowing a bit about the hardware behind the PS2 the only thing I need to know is when did the average Software Engineer get so lazy? I have been a Software Engineer for many years now and I, for one, would never have complaints about a complex system. Part of the joy of being a Software Engineer is figuring out how to get the most out of what you are given. The PS2 is a complex machine designed from the ground up to do what it does, execute dynamic multi-media. This is so different than most other computer systems out there that it does take some change in thought as to how to get the most out of it and it seems that game developers (I have a hard time calling them Software Engineers) are just being lazy and sticking to what they know rather than changing with the times.

    I'm not going to speculate as to the numbers of games written for which console first I can say that it really doesn't mater. As has been pointed out in other responses to this article, there are no Compilers that effectively use the PS2s VUs, so even if the game is original executed on a PS2 it is being most likely designed by these lazy developers that don't want to put in the effort necessary to utilize the VUs. Even out side of the VUs there are other differences in design that developers aren't used too, such as continual utilization of the internal bandwidth(an article I read just over a year ago stated that most games are utilizing less than 10% of the internal bandwidth of the PS2 at most times).

    I'm not going to argue over with machine is better (it would be similar to arguing analog vs. digital), I just think people need to realize that the PS2 uses newer technology than the other systems and that takes time for developers to get used to. Luckily for us there are companies out there, such as Naughty Dog, that are willing to try and learn this new system if for no other reason than to be a step ahead when the next generation of consoles come out, and archaic technologies like DirectX are not able to keep up with system demands.

  26. [OT] put another way... by Anonymous Coward · · Score: 0

    On Slashdot a poster inquired
    Why ASM code is so mired.
    The story of Mel
    .html
    Was the answer his question desired.

    I'm sorry.

  27. Same can be said for X-Box by polyp2000 · · Score: 1

    Funnily enough , I was having a conversation with a mate of mine who is a games developer.

    X-Box games also suffer from dodgy PC ports syndrome. Most X-Box games are simply derived from the Windows version of the source code and simply tweaked a little to run on the X-Box which leads to an obvious performance hit since they are not always developed specifically for the hardware. Obviously it makes a lot of sense for Game studios to build the PC version and then port it to the X-Box, it saves money, development time, and its easy to do since The X-Box really is nothing more than a butchered PC. And lets not forget how old PC Architecture really goes back...

    Playstation 2 despite its lower clock rate is a much under-rated machine (mainly by Microsoft zealots). But remember it Is 128bit risc chip with a modern architecture and has some pretty sophisticated parallel Vector processing units to boot. It can shift data around very very quickly. The main let down on the PS2 is its memory limitations.

    I dont understand why of recent times there have been an influx of PS2 games with inferior performance. I have seen a number of games which should be no-more processor intensive than other PS2 games. These games tend to be the ones that appear on all three platforms.

    It is surely the fault of the programmers for being lazy and letting standards drop in favor of making a quick buck. I am a big believer in pushing boundaries, Real programmers know how to get every last ounce out of the hardware they code for, and then some!! thats where innovation comes from.

    Sony have the advantage that they are not using off-the-shelf components. By the time PS3 hits the streets I imagine the hardware will be way more advanced than any off-the-shelf parts Microsoft is planning to stick in the X-Box 2.

    I think that it is right for Sony to have performed these analyses and it shows that they are commited to ensuring a high standard on their platform. I hope that the naughty game studios take notice and pay more attention to their products in future.

    It also just goes to show that "Cross Platform Development" , although it might look good on your CV is not always the "right" way to do things.

    nick ...

    --
    Electronic Music Made Using Linux http://soundcloud.com/polyp
  28. I think thats much more visible in XBOX by AzraelKans · · Score: 1

    Is easier to spot a port on the xbox than in any other system, games designed for the xbox usually pull effects like glow, soft shadowing, and fov (they are relatively easy to pull by the gfx card). Just Try to compare the looks of otogi, PGR2 or rainbow six with those of ROTK, THUG or jedi knight2 (and those games are so cool what a shame!) crap! even freaking spongebob squarepants looks cool with those effects! Fortunately some companies go the extra mile and pull the same look on all platforms (prince of persia and need for speed underground) but they are still just a few.

    Well at least most ports have antialias on (it takes a line of code to turn on/off but ok).

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  29. A good way to deal with this. by AzraelKans · · Score: 1

    An efficient way to deal with this problem for developers would be to use middleware, per example Renderware not only this helps to make the developing phase a little shorter, each version of the game is optimized for each console. Per example MKDA plays and looks exactly the same in each version. Prince of persia was also made in middleware software and the results are astonishing.

    p.s.
    Max Payne 2 for xbox takes the cake as one of the worst ports ever, not only they made missions shorter and the auto targeting cheap, it doesnt pull ANY effect of the PC version. it doesnt even feature reflections on mirrors. Oh yeah and it hangs on the same level lots of times.

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