LordTheNightKnight said: I can't really link. Just get both versions if you don't have them yet (or the Wii version in lieu of the GC version), and run around looking at same items with any zoom scope. Some items have a lower polygon count, but the texture resolution is the same. I practically made my eyes blurry to confirm it. And the screen resolution should be obvious, since the GC version was the one without widescreen support, and the PS2 and Wii versions do. If the GC version could even handle a higher resolution, then why was it leterboxed, instead of at least full screen. The thing is that the PS2 lacked texture resolution, but that wasn't needed for the frame buffer, which is 50% larger than the GC's frame buffer. |
" 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.
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. 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. And, of course, any extra lighting or texture layers will slow down the framerate more. It is expected, that if all the Gamecube features are included, the PS2 version will run at less than the Gamecube's framerate."
"The PS2 version of the game has lower-quality textures than the GC original, but to me the biggest presentational differences between the two are that
1) The GC version has more and nicer lighting effects
2) The GC version's cutscenes are rendered in real-time."
"Spong is reporting that Capcom's version of RE4 for the PS2 will suffer significant graphical setbacks. What's that? You want actual numbers, you say? Well, sources have reported that Leon's polygon count will be sliced in half, from 10,000 polygons to a "mere" 5,000, while each villager featured in the game will consist of around 4,000 polygons. But Resident Evil fans/PS2 owners need not fear, for Capcom is assuring us that the PS2's enhanced texturing capabilities will help to make up for the loss in detail.
However, that's only half the graphical battle. When remarking its visual finesse, most reviewers revered RE4's smooth framerate just as much as they adored its devotion to detail. Whilst perusing the Spong article, it is reavealed that:
"Up to ten villagers and 'associated components' can appear on screen in the PS2 re-work without causing the game to drop frames."
" 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."
And a pic of the textures...
Right PS2...