| ChronotriggerJM said: @LTNK no I know that :P I'm just saying I really had no clue how all the ram/rom/pipelines/etc etc affected game production, I'm really glad you guys helped shed some light on all that :P I might have to check out Beyond3d sometime, this stuff really is pretty interesting ^_^ |
My interest started over an argument over whether RE4 on the PS2 was due to Capcom not making an effort, or the PS2 being weak. I thought it was the latter, but it turned out we were both wrong. It was a combination of technical differences and Capcom cutting corners.
One of the differences is that the PS2 can't do texture compression, unlike the GC, but that seemed to be an incompatibility that was not discovered before the system was finalized. Thus PS2 games can have detailed textures, but the color depth can never be more than 8-bit (256 colors) per texture.
Now the PSP and PS3 have texture compression built in. For the former, it's essential to getting texture detail without too much processing, and therefore power consumption. For the latter, it's vital to fitting all those HD textures in the RAM.
A flashy-first game is awesome when it comes out. A great-first game is awesome forever.
Plus, just for the hell of it: Kelly Brook at the 2008 BAFTAs












