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Resident Evil 4 PS2 Porting Problems

An anonymous reader writes "Gamesarefun is reporting that Capcom is having serious difficulty in porting Resident Evil 4, to Sony's PlayStation 2. The numbers behind the graphical differences are interesting, since Capcom sites a few specifics. Apparently the original model for Leon Kennedy in the GameCube version has had to be scaled down from 10,000 polygons to 5000 for the PS2 version, which is equal to both the poly count for Naked Snake in Metal Gear Solid 3 as well as the poly count of the typical villager in the GameCube version of RE4."

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  1. Re:Incredible insight! by mausmalone · · Score: 5, Informative
    "The PS2, does however, have a large Direct Memory Access bandwidth, which will allow the developers to provide a high amount of textures into the game." Well, that sounds good! If it made sense! But didn't he just say we couldn't have a load of textures? But wait! Some of the textures have had to be reduced from 24-bit to 8 or even "4-bit". Yes, folks, the PS2 is so back they are using 16 colour greyscale! Either that or he's talking out his ass. His source? "Various Japanese publications." Interesting! And, despite this uber-DMA, they are still shit out of luck apparently. He continues: "But, if they choose to do this, the game's framerate will drop substantially, this is due to the PS2's, as stated before, limited texture memory capacity."
    You're right, it pretty much is a shitty article, but here's what's really going on: First of all, the main source is an interview with Capcom graphic designers in the latest issue of CG magazine (that's the source cited in another incarnation of this article I saw elsewhere).

    Second: they totally botched the details. The PS2 has a very limited ammount of space for textures being rendered, so they've had to go down to 8 and 4 bit textures in some places (probably lightmaps and/or alpha maps which can sometimes be saved with low color depth). Another alternative, since the PS2 has DMA between the system RAM and the graphics processor is to store textures in system RAM and swap them in and out of texture memory as you go. One will result in a decrease in visual quality, the other will result in a decrease in speed.

    They've had to decrease the number of polygons on each model for the PS2 version. The reason why is that the PS2 rendering pipeline will require multiple passes to do most of the effects that the GCN does in one pass. The PS2 will probably end up rendering about the same number of polygons as the GCN version in the end, but it suffers from having to render the same polygons several times over.

    So, even though this article is inciting all sorts of flamewars around the internet as we speak, it's really just saying that it's hard to port a game to one platform when it's been specifically designed for another.
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