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Forums - Gaming - Graphical comparison of Batman Arkham City: Wii U vs PS3

AndrewWK said:
tonymarraffa said:
Why aren't they using xbox 360 shots as it was slightly better looking?


No the PS3 version was a bit better looking. But they should use the PC version a comparison


It's UE3. 360 looked (a bit) better according to both Lens and DF. And ran (a bit) better too.

http://www.eurogamer.net/articles/digitalfoundry-batman-arkham-city-face-off

http://www.lensoftruth.com/head2head-batman-arkham-city-analysis/



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brendude13 said:
d21lewis said:
PS2 ports of Dreamcast games often looked and played worse despite the fact that the PS2 was much more powerful.

In terms of hardware, the PS2 and Dreamcast were very similar to what the PS3 and Xbox 360 are like to day. One is slightly more powerful but a lot harder to develop for.


Really? PS2 could shift a theoretical 150 million basic polygons a sec, Dreamcast 7 million. Real world with texture mapping and everything else was obviosuly much much lower for both machines.

In fact there's only one major spec I can think of where the DC sort of beats the PS2 and that's in VRAM where the DC had 8mb to the PS2 4mb BUT the PS2 VRAM was embedded to the GPU so it was reallly really fast (kind of like the 360 EDRAM).



Its funny that out of all the comparisons people can make, they choose the worst possible one dwell on it without end, not even attemtping to view any other comparisons or possibilities.

Just goes to show that people REALLY want the worst of Nintendo.



Badassbab said:
brendude13 said:
d21lewis said:
PS2 ports of Dreamcast games often looked and played worse despite the fact that the PS2 was much more powerful.

In terms of hardware, the PS2 and Dreamcast were very similar to what the PS3 and Xbox 360 are like to day. One is slightly more powerful but a lot harder to develop for.


Really? PS2 could shift a theoretical 150 million basic polygons a sec, Dreamcast 7 million. Real world with texture mapping and everything else was obviosuly much much lower for both machines.

In fact there's only one major spec I can think of where the DC sort of beats the PS2 and that's in VRAM where the DC had 8mb to the PS2 4mb BUT the PS2 VRAM was embedded to the GPU so it was reallly really fast (kind of like the 360 EDRAM).

What really hurt the PS2 is that it didn't have built in texture compression. The DC, GC, and Xbox all had texture compression. So in addition to having half the VRAM of the DC, the DC had 6 to 1 texture compression too boot.



Time to ruin your fun with facts. The highest polygon count reached on the PS2 was 50 million with one texture(meaning with all resources dedicated to producing polygons and single texture used so you can visibly see them). The highest reached in any actual real game was 10 million though I do believe that was not while utilizing all available effects as the effective polygon productivity for the PS2 split in half for every single effect added to a cycle.

The highest reached in a Dreamcast game was 8 million at 60 FPS will all effects being utilized in a tech demo. I've heard that 15 mill was reached by some company but I have no way of verifying it. The Dreamcast GPU also possessed this ability to selectively not render data that is not visible on screen which was not possessed by the PS2 or PS3 for that matter. So things like the back of building and back of trees would not be processed when they were not visible allowing more detail without as much cost. The Dreamcast also had far superior texture filtering.

Overall, the PS2 was stronger, but there were many Dreamcast games that would simply be impossible on the PS2 hardware without heavy downgrades do to features that the Dreamcast had which it didn't, like Shenmue, Millenium Solder(used EMBM),  and Tokyo Xtreme Racing 2.



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lilbroex said:

Time to ruin your fun with facts. The highest polygon count reached on the PS2 was 50 million with one texture(meaning with all resources dedicated to producing polygons and single texture used so you can visibly see them). The highest reached in any actual real game was 10 million though I do believe that was not while utilizing all available effects as the effective polygon productivity for the PS2 split in half for every single effect added to a cycle.

The highest reached in a Dreamcast game was 8 million at 60 FPS will all effects being utilized in a tech demo. I've heard that 15 mill was reached by some company but I have no way of verifying it. The Dreamcast GPU also possessed this ability to selectively not render data that is not visible on screen which was not possessed by the PS2 or PS3 for that matter. So things like the back of building and back of trees would not be processed when they were not visible allowing more detail without as much cost. The Dreamcast also had far superior texture filtering.

Overall, the PS2 was stronger, but there were many Dreamcast games that would simply be impossible on the PS2 hardware without heavy downgrades do to features that the Dreamcast had which it didn't, like Shenmue, Millenium Solder(used EMBM),  and Tokyo Xtreme Racing 2.

Crash Bandicoot 1 used occlusion culling on the PS1...



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zarx said:
lilbroex said:

Time to ruin your fun with facts. The highest polygon count reached on the PS2 was 50 million with one texture(meaning with all resources dedicated to producing polygons and single texture used so you can visibly see them). The highest reached in any actual real game was 10 million though I do believe that was not while utilizing all available effects as the effective polygon productivity for the PS2 split in half for every single effect added to a cycle.

The highest reached in a Dreamcast game was 8 million at 60 FPS will all effects being utilized in a tech demo. I've heard that 15 mill was reached by some company but I have no way of verifying it. The Dreamcast GPU also possessed this ability to selectively not render data that is not visible on screen which was not possessed by the PS2 or PS3 for that matter. So things like the back of building and back of trees would not be processed when they were not visible allowing more detail without as much cost. The Dreamcast also had far superior texture filtering.

Overall, the PS2 was stronger, but there were many Dreamcast games that would simply be impossible on the PS2 hardware without heavy downgrades do to features that the Dreamcast had which it didn't, like Shenmue, Millenium Solder(used EMBM),  and Tokyo Xtreme Racing 2.

Crash Bandicoot 1 used occlusion culling on the PS1...

Implemented as an engine feature. The PowerVR chip in the Dreamcast did it without the developers modifying their engine, as the Kyro graphics cards did.



Kynes said:

Implemented as an engine feature. The PowerVR chip in the Dreamcast did it without the developers modifying their engine, as the Kyro graphics cards did.


Hmm interesting, PowerVR always have interesting tech, it's a pitty they just make mobile GPUs. It's a pitty they flamed out of the high end GPU space I would love to see what they could do with 100 Watts rather than just 1.



@TheVoxelman on twitter

Check out my hype threads: Cyberpunk, and The Witcher 3!