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."
The Dreamcast came out before PS2, yet still had double the video ram PS2 has.
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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I'd rather be flamed than ignored.
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.
I love San Andreas, but you have to be a fool, or a fanboi, or both, to not notice stuff like this happening.