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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."

29 of 93 comments (clear)

  1. PS2 that underpowered by ArsonSmith · · Score: 2, Interesting

    Is the PS2 that underpowered or is this just a familiarity problem? Or is just optimizing for the GameCube that much different than the PS2? I'd think Capcom would have plenty of experience with the PS2 by now.

    --
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    1. Re:PS2 that underpowered by vasqzr · · Score: 2, Insightful


      They key is memory. The PS2 (which came out earlier) doesn't have as much RAM as the GC for this type of thing. So the textures have to be less detailed, 8/4 bit instead of 24 bit, and they can't have as many polygons...

      On the other hand, in some games it goes the OTHER way, the GC discs do not have as much space as the PS2's DVD discs, so sometimes the Gamecube version of a game has less detail.

    2. Re:PS2 that underpowered by Anonymous Coward · · Score: 5, Interesting

      The Dreamcast came out before PS2, yet still had double the video ram PS2 has.

    3. Re:PS2 that underpowered by mausmalone · · Score: 2, Insightful

      The PS2 isn't necesarily "underpowered," but it is older hardware than the Gamecube. It's weaker for sure, but that's just a sign of its age and not an implication of poor quality. This also has to do with the fact that the game was specifically designed with the Gamecube hardware in mind. Getting it to work on the PS2 is going to be a minor miracle.

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    4. Re:PS2 that underpowered by Grey+Ninja · · Score: 5, Insightful

      I've been saying for months now that the PS2 wouldn't be able to handle the game. Reason being that Resident Evil 4 is a poster child for the true power of the GameCube. PS2 lacks several things required to make the game really work.

      Load times. The GameCube version of the game streams in a lot of data from the disc when navigating through levels. Moving from inside to outside is seamless, and the GameCube has been designed to minimize the effect that this has on gameplay. The PS2 on the other hand... is lucky to even load a codec conversation in MGS.

      Level size. The PS2 has but a fraction of the RAM available to the GameCube. The levels in RE4 can quite often be huge, and often have some complex geometry. The closest I've seen on PS2 is MGS3, and having played both.... I assure you that the GameCube is the CLEAR winner in this case. Also of note in this case is Metroid Prime or Eternal Darkness... which both managed to stream the levels off the disc, eliminating load times completely. (In the case of Eternal Darkness, load times were artificially inserted, as the player couldn't react to the new room quick enough). At any rate, this should be a non-issue, given that I've seen many GameCube games without load times, but have yet to see a PS2 game do the same. And levels are almost always bigger on a GameCube than a PS2.

      Polygons. They are the nice little things that make a 3D model. GameCube often has upward of 6 or 7 enemies attacking you simultaneously, with a high poly player model, all while rendering incredibly detailed backdrops. Again, the closest thing that I am aware of on the PS2 is MGS3, which never has more than 4 or 5 enemies attacking you... and each with significantly less polys. Also worthy of note, GameCube is still the current leader for most polygons pushed in a console game with Rebel Strike. Rebel Strike pushes upwards of 20 million polys per second, which far outdoes the closest competitor on PS2 or Xbox.

      Textures. The PS2 attempts to make up for lack of memory by giving some absolutely insane memory bandwidth. This allows you to swap textures out in memory, but you will not be able to hold nearly as many as the GameCube can. GameCube also has the advantage of 6:1 texture compression. This all results in the color depth of the PS2 textures being greatly reduced. Once again, this is probably going to be related to level size.

      Anyways, this is just a few reasons why RE4 on PS2 just won't work.

    5. Re:PS2 that underpowered by redivider · · Score: 3, Informative

      I haven't RTFA, but I'll bet that it's mostly a developement process woe, rather than a hardware or performance limitation that is causing the frustrations.

      I'll take that bet.

      From TFA: "According to various Japanese publications, the new Resident Evil 4 team is encountering a few problems porting Resident Evil 4 to the PS2. Why do you ask? Hardware, Hardware, Hardware."

      "One of the big issues the team over at Capcom is facing is the fact that the PS2's texture memory capacity is far smaller than the Gamecube's. In the Gamecube version of Resident Evil 4, players were treated to 24 bit textures. However, in the PS2 version, expect 8 and 4 bit textures, which is quite a downgrade."

      "But no sir, it doesn't end there."

      "Leon's polygon count, in order to run on the inferior PS2 hardware, will have to drop from the original 10,000 polygons to a mere 5,000, slightly more than Snake from Metal Gear Solid 3."

      Sounds like hardware issues to me.

      --
      Sinch
    6. Re:PS2 that underpowered by mausmalone · · Score: 2, Informative

      Here here on the DVD drive. That thing is a piece of crap, and I've repaired one so far for a friend (though I have a later model PS2 so I don't have that problem).

      Also, about your comment about the "emotional engine" feature not being used today ... "Emotion Engine" is the name of the PS2's CPU (and for completeness, "Graphics Synthesizer" is the name of the GPU). It's not a feature at all. The reason they kept saying that it would add emotion to games is that the 300 MHz (350 MHz?) clock speed was such a jump at the time that the console would be able to handle much more complicated AI than the PS1. They encouraged development houses to try to write AI routines for their characters that simulated emotion. The main example of this is from Driving Emotion S (yes I know it sucks). Opponent AI's would drive more aggressively if your actions "angered" them (I imagine the pseudo code is something like if (nudged) angry++; if (angry > threshhold) driving_style = aggressive;). As the race wore on, they would get "tired" and make mistakes... etc. So basically, "Emotion Engine" was a bit of marketing speak that boasted the fact that the PS2's higher CPU speed and increased memory allowed for more complicated AI routines.

      --
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      I'd rather be flamed than ignored.
    7. Re:PS2 that underpowered by StocDred · · Score: 2, Insightful
      Try riding around San Andreas.

      Well yeah, but look at the crappy popup and overall low quality graphics. Particularly when you're in a plane. I love the game, but it sacrifices graphical fortitude for sheer size. Not that that is a bad thing, just that it makes your argument misleading.

    8. Re:PS2 that underpowered by unclethursday · · Score: 4, Insightful
      Also note that if you are on something fast, like a PCJ motorcycle, you can actually get into areas before the area streams from the disk. For example, in Los Santos, get on a super fast bike, and drive down the eastern straight highway comming from the mountains at full speed. You can go so fast, that you will actually end up driving on the sky, with nothing around you, because the PS2 simply can't load the areas as fast as you are going through them.

      I love San Andreas, but you have to be a fool, or a fanboi, or both, to not notice stuff like this happening.

    9. Re:PS2 that underpowered by BRock97 · · Score: 2, Informative

      Also of note in this case is Metroid Prime or Eternal Darkness... which both managed to stream the levels off the disc, eliminating load times completely....

      I appreciate your optimism here, but even Metroid Prime had load times. Even though they were few and far between, there were instances where I shot a door and had to wait 2-5 seconds for it to open before I could continue into the next section. During that period, I could hear the laser head on my 'Cube moving back and forth pretty fast loading data.

      That said, a 2-5 second load time is nothing compared to what a lot of other games consider fast.

      --

      Bryan R.
      The price of freedom is eternal vigilance, or $12.50 as seen on eBay.....
  2. So I can't figure out... by kenthorvath · · Score: 2, Interesting

    Is this good or bad for Nintendo? On the one hand, it is good that they seem to have superior hardware, but if cross platform portability is at stake, will this drive away more producers than it attracts?

    1. Re:So I can't figure out... by MalaclypseTheYounger · · Score: 2, Insightful

      Of course it's good for Nintendo, this is why they are still in business. They have a great little console, which (in my opinion) is more powerful than the PS2.

      I'm not a Sony basher, I love my PS2, my GTA series, and Gran Turismo, but most games that have been developed for both systems look a little bit nicer on the GameCube.

      --
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    2. Re:So I can't figure out... by Anonymous Coward · · Score: 2, Informative

      They have a great little console, which (in my opinion) is more powerful than the PS2. And everyone else's too, because it is more powerful than the PS2 flat out. More memory, faster processor (that people actually know how to program for) combined with a better graphics adapter (that people also actually know how to program for) ultimately makes the GameCube a more powerful console than the PS2. It also came out after the PS2, so it's newer technology, too.

    3. Re:So I can't figure out... by SetupWeasel · · Score: 2, Informative

      Click for specs.

      GameCube

      PlayStation 2

      GC = 485 MHz processor
      PS2 = 300 MHz processor

      When comparing other consoles to the Gamecube, you should be aware that Nintendo has not released official theoretical specs. For instance the PS2 official polygon fill rate which is a theoretical spec (75 Mtriangles/s) will be directly compared to the GameCube's official numbers which are a real world estimate that have been surpassed in game (6-12 Mtriangles/s). The upper limit for the PS2 is really around 7 million polygons, and Rebel Strike for the GC pushes 18-20 million polygons. So you have to take that into account. Nintendo doesn't publish pissing contest numbers. I wish they would for their own sake.

    4. Re:So I can't figure out... by Grey+Ninja · · Score: 2, Insightful

      Well, benchmarks are forbidden by all the console manufacturers. And comparing clock speeds of the different CPUs is not really the best idea IMO. The drastically different architectures just don't give any real meaning clock speeds. The power of the end result often depends on how well put together the machine is. And the winner there is quite clearly the GameCube. If you really take a close look at the hardware of all 3 machines sometime, I think you will find that the GameCube is quite simply amazingly good design.

      Oftentimes, you will have to look to the actual games to determine which console is the most powerful. GameCube has Resident Evil 4 and Rebel Strike... (full effects, 18 - 20 million polys per sec) Xbox has Halo 2 (full effects, 7 - 10 million polys per sec)... and PS2 has Metal Gear Solid 3 (not sure on the specs).

      I just don't see much meaning in comparing CPU clock rates, or theoretical specs. What really matters is how it performs in the real world.

  3. Incredible insight! by cluke · · Score: 3, Insightful

    While I have no doubt that for many applications the PS2 is less powerful than the gamecube, this article is just guff.

    "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."

    Sounds pretty technical, not sure if I can follow that!

    Bottom line is, Capcom may or may not be having lots of troubles scaling down their engine for the PS2, but this article is not going to give you any insight whatsoever into the technical reasons for this.

    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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  4. This just in! by Phleg · · Score: 2, Insightful

    Older hardware not as good as newer hardware! Crowds shocked!

    On a serious note, I don't really understand why console manufacturers are so tight when it comes to memory. From my experience building personal computers, memory is usually the cheapest way to increase performance (up to a point). A fast processor will go nearly to waste if you don't have the memory to back it up.

    The article, though short and not really all that noteworthy, does touch upon something confusing. Having an extremely memory bus means squat if there isn't all that much memory anyways.

    --
    No comment.
    1. Re:This just in! by mausmalone · · Score: 2, Insightful

      When the PS2 came out, it was a huge leap over the ammount of memory in the PS1 (I believe 32 MB for the PS2 and 2 MB for the PS1... but I may be off). Same with the Gamecube, which has 64 MB total memory (system + graphics) and the N64 (4 MB shared). They figured that it was such an increase over what developers were currently using, that it would take them a while to get any real use out of it. Also, getting 128 MB for only $30 more sounds great for a PC (back then), but when you're talking about a console that's only $200 at launch, that's a 15% increase in price. And, yes, when these systems were designed (not launched), the ammount of memory in them was huge for a console.

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    2. Re:This just in! by NanoGator · · Score: 2, Funny

      "Older hardware not as good as newer hardware! Crowds shocked!"

      Shocked? I got my ass chewed here once because I said the GC was more powerful than a PS2.

      --
      "Derp de derp."
    3. Re:This just in! by zulux · · Score: 2, Insightful

      On a serious note, I don't really understand why console manufacturers are so tight when it comes to memory.

      The manufactures don't want to get caught with their pants down when it suddenly costs three times as much to buy RAM as is did when the console launched. They can mitigate the risk with options and contracts but it's still a risk that they want to mitigate - considering that companies like Mircosoft have to prop up their flagging console by selling them below cost, it's no wonder that the specs are skimpy.

      --

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    4. Re:This just in! by Aggrazel · · Score: 2, Interesting

      But what I don't understand is, why don't they make the memory upgradable?

      Nintendo did this with some success with the N64 and Majora's Mask. Made the game look a lot better with a memory upgrade in.

      How many people would pay $50 to upgrade their PS2 to 128 megs of memory if it meant that newer games loaded faster and looked better?

    5. Re:This just in! by tc · · Score: 2, Interesting

      Cost.

      Consoles demand fast memory, and that stuff ain't cheap. If you add $20 to the cost of each console, and you plan to sell 50 million of them, you just took a billion dollars off your bottom line!

      You either have to eat that loss (ouch), or increase your prices, which costs you market share.

      At some point there is a sweet spot between packing the console with more memory, and ensuring you get the market share you want. I'm guessing that Sony, Nintendo, and the rest run those numbers and it turns out that the sweet-spot is quite a bit less memory than the average PC owner is used to.

    6. Re:This just in! by Toddarooski · · Score: 2, Informative
      But what I don't understand is, why don't they make the memory upgradable?

      Noooo! The thing that makes consoles so nice is that every console has the same configuration. I, as a consumer, don't have to worry about whether my console can run game X with memory level Y and video chip Z. On the flip side, game developers can optimize their game towards one and only one system setup.

      Nintendo was able to do this with with Majora's Mask because the memory was integrated into the cartridge (as opposed to being an optional machine add-on). They knew that every person who purchased the cartridge would have the memory upgrade and could tailor their game appropriately. Gamers wouldn't even have to be aware that their memory was being upgraded when they purchased their cartridge. I suppose it's one of the drawbacks of moving to a disc-based world.

      --

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    7. Re:This just in! by Toddarooski · · Score: 2, Informative
      Whoops! I stand corrected. Apparently, the exapansion pack was an optional add-on, instead of an "intgrated into the cartridge" thing. Makes my whole argument look kinda stupid.


      (Hangs head in shame. Goes off to play Superman on the N64 as penance.)

      --

      "Do you expect me to talk?" "No, Mr. Bond. I expect you to die!"

  5. Re:Article hazy... by mausmalone · · Score: 2, Insightful

    The original source was a Japanese CG modeling magazine. They were talking to Capcom graphic designers who do modeling and texture art, not people who program. This is an example of computer specs as percieved by artists.

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  6. I believe it by metamatic · · Score: 3, Interesting

    Speaking as someone with both GameCube and PS2 systems...

    It's a real shame the GameCube didn't become the world's #1 console. It's a better system than the original PS2 in almost every way... design, aesthetics, graphical capabilities, fan noise, build quality... The only thing it lacks is breadth of software.

    When I have the choice, I mostly prefer to play the GameCube versions of games. Generally they're superior, though there have been some exceptions. For Splinter Cell, I decided to go with the PS2, because it had an entire extra level, and that was worth a tradeoff in graphic quality. But ultimately, there are just so many great PS2 games that aren't available for GameCube, and so few GameCube-only "must have" games, that if I had to pick only one system, it would be the PS2. (I'd miss the Metroid games terribly, though.)

    Anyone know of a good games review site that specializes in comparing the same game on different consoles? It seems to me that there are a lot of people with more than one console, who would find it very useful to know which platform to pick for multi-platform games.

    I suspect the DS vs PSP battle will go the same way, only more so because of Nintendo's blinkered focus on kiddy games on the GBA. Already, the PSP has more titles I want to play than my GameBoy Advance has titles I want to play. I haven't yet seen anything that makes me want a DS, since Metroid's just a demo.

    --
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    1. Re:I believe it by Anonymous Coward · · Score: 2, Informative

      IGN does some head-to-head reviews of certain games, but they are available to the IGN Insiders only. If the game is exactly the same on multiple platforms, the rankings are usually

      1) Xbox
      2) GC
      3) PS2

      overall, citing better graphics, sound, load times on Xbox/GC, but better controls on PS2. However, there are times when a feature for a system will skew the head-to-head review greatly toward a system, like an extra level, or online play.

      Hope this helps.

  7. It's not about sheer hardware power. by realityfighter · · Score: 3, Interesting

    As someone who owns both systems, I can tell you that, even though their respective bits of hardware may be comparable, the Cube has some very distinct performance advantages. Most notably:

    Load Times. The Cube is so fast reading and writing all it's media, that sometimes you'll blink and miss a load screen. Some games (like Donkey Konga) save every two minutes or so, but you never even see a save screen. The practical upshot is Metroid Prime's ability to stream the next area as you approach the door, resulting in no load times at all - which RE4 apparently imitates. Compare this to, for example, Simpsons Road Rage for the PS2, where you often have to wait 45 seconds to retry a 20 second time trial. Obviously, this is also a problem with the game software - you should never have to reload the entire game environment to replay a single level. But it still takes 45 seconds to load! That's about 5 seconds more than it takes my computer to boot up.

    Full-Screen Antialiasing. The Cube has it, the PS2 doesn't. This means when I pop in a simple-looking "kiddy game" like Wind Waker, what I see on the screen are smooth edges. Even if the characters had only a few polys, the whole thing would look smooth because of the antialiasing. Compare this to Shadow Hearts for the PS2. Everything looks like it was bluescreened together - jagged edges everywhere. I'm sure game developers could write a bit of code to simulate antialiasing on the PS2, but on the Cube they don't have to - it makes the graphics smooth for you. This, by the way, is one of the reasons it's so damn hard to pick the zombies out of the background in a Resident Evil game.

    Also, Resident Evil 0 (and also the original I think) used a 1-second full screen video loop as the background for every room in the game. This allowed all of the poly-pushing power to be put into the character models and other movable objects. This is possible on the Cube because it has a powerful 2-D engine native to the system. (I would guess that this particular technique isn't too hard to do on the Cube, because Baten Kaitos uses it also.) Guess what? The PS2 doesn't have this. It's not that it can't be done on the PS2, it's that, as a developer, you'd most likely end up having to write the graphics modules for it yourself.

    I don't know much about memory buffers and poly- or texture-pushing capacities, and I'm not really sure if these differences have anything to do with the hardware itself. They could very well be optimisations in the Cube's compiler, or flaws in the PS2's OS. I do have both systems though, and just from playing both of them (a lot!) I know that there are some areas where the Cube just takes the cake. It's not too far fetched to say that RE4 exemplifies them.

    --
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