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Old 02-02-08, 11:41 PM   #13
walterman
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Default Re: CryEngine 2 To Consoles

I hope that they can unleash all the real power of the new next gen consoles with it.
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Old 02-03-08, 12:00 AM   #14
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Default Re: CryEngine 2 To Consoles

you know... low res texturing is a myth, cause top game makers like square and namco have managed high resolutions textures on the ps2! So if a game has crappy textures, its mostly the game makers fault.
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Old 02-03-08, 01:14 AM   #15
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Default Re: CryEngine 2 To Consoles

Square pulled off high res textures on the PS2? I didn't know that. Got any examples?
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Old 02-03-08, 10:32 AM   #16
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Default Re: CryEngine 2 To Consoles

FF12, although admittedly it was more of a polygon workhorse then textures, how ever even with close ups, I rarly thought to myself "wow, thats pixaly". 10 and 10-2 was hit and miss on some things.. natural architecture wasn't impressive (Although even today, the waterfall scenes in ff10 look awsome) but the man made stuff was well detailed. Eitherway, considering the resolution of 640x480, I consider the games to be of high res textures.

Also valkyrie profile 2 was amazing. It used a fixed camera so optimizing texture and polygon load was much easier and they utilized it for some stunning backdrops.

http://media.ps2.ign.com/media/788/7...g_3948373.html
http://media.ps2.ign.com/media/788/7...g_3435772.html

Clothing was quite detailed and the city looked like something out of oblivion. It didn't quite hold up the awsome looks through all areas, but I was pretty shocked for a ps2 game.
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Old 02-03-08, 11:01 AM   #17
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Default Re: CryEngine 2 To Consoles

I don't think they will take into consideration that the PS2 only had 4MB of Texture memory.
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Old 02-03-08, 11:17 AM   #18
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Default Re: CryEngine 2 To Consoles

PS2 doesn't use texture memory like modern PCs or even the XBOX (which was basically a PC with UMA, like PCs/laptops with integrated vga). It had a lot more alpha bandwidth than the XBOX, which is why so many PS2 games used decals for detail. I knew one of the devs of Le Mans (who worked at Melbourne House) and he showed me how they utilised the alpha bandwidth to great effect via grey scaled decals that were coloured via alpha overlays. These decals were used for every aspect of the game detail. Almost every PS2 game is similar in that respect. That said, I've never seen what I think of High Res textures in any PS2 game. High Res decals maybe.
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Old 02-03-08, 12:38 PM   #19
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Um Decals are textures... they are nothing more then a texture that can be placed ontop of another texture.
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Old 02-03-08, 04:36 PM   #20
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Default Re: CryEngine 2 To Consoles

mez, this is a first ive heard of decals. ^^ know any web pages describing it?
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Old 02-03-08, 04:54 PM   #21
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Default Re: CryEngine 2 To Consoles

Im still trying to figure out what "Alpha Bandwidth" is. Is it some sort of new bandwidth that hasn't been fully tested?
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Old 02-03-08, 08:26 PM   #22
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Default Re: CryEngine 2 To Consoles

google searches for alpha bandwidth and decals turn up nothing.
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Old 02-03-08, 08:39 PM   #23
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Default Re: CryEngine 2 To Consoles

Textures in crysis are ok, Nothing to write home about,
CryEngine 2 is more about the multitude of effect layers and physics

Not that the physics compare to that star wars DMM/Euphoria demo, Is that thing real or what?
http://www.lucasarts.com/games/thefo...nfo/tech_info/

Thats the kind of thing I expected Cryengine2 to do but doesn't.
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Old 02-03-08, 09:20 PM   #24
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Quote:
Originally Posted by jeffmd
google searches for alpha bandwidth and decals turn up nothing.
I already explained that decals are nothing more then textures that are place on top of other textures. They usually contain transparencies so that you can see the bottom texture. A spray or blood splash on a wall in a game is a good example of this. On consoles they are not often used since it takes up more of the systems limited memory where a single texture could have work. They are most often used as temp details that go away.
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