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C&V Interview with Seabass!!!

V-9

Senior Squad
Source: http://www.computerandvideogames.co...computerandvideogames.com/news/news_story.php(que)id=97021

Some random notes I got from the interview.
1. Rosters are out of date again. What the fudge is the use of the BB unit if you can't update the roster because of licensing reasons.
2. No ONLINE any time soon.
3. KCET is at its limits with the PS2. Don't expect anything major changes to the series until the PS3 comes out.
4. Some tough questions were asked but not enough of them.

Wednesday 1st October 2003


EXCLUSIVE: KONAMI GRILLED ON PRO EVO 3!

The greatest football videogame in history just got a whole load better on PS2 and PC. But what happened to online? Find out about this and more in our unmissable, exclusive interview with KCET inside

19:43 Forget FIFA; forget This Is Football; in fact forget every other football game ever released, as the Pro Evolution Soccer series - now in its third iteration on next-gen - has consistently run rings around the opposition, to provide the most terrifyingly accurate, orgasmically thrilling representation of the beautiful game money can buy.
FIFA might have the glitz, the glamour and the big names, but Pro Evolution Soccer gives you the heart and soul of football, and for serious fans of the sport, nothing else comes close to the meat pie-and-Bovril genius of Konami's undoubted masterpiece.

With PES2, Konami came closer than ever to toppling EA's phenomenally successful FIFA franchise in Europe, providing the first serious challenge to its seasoned dominance.

And with Pro Evolution Soccer 3, due for release in Europe later this month, (with a first ever PC version to follow) markedly superior to the its predecessor in all departments, the gap must now surely narrow further...

Or perhaps not; as for every last atom of gaming brilliance Konami has squeezed into PES3, the disappointing lack of any online functions on either PS2 or PC could mean it's advantage FIFA once more, which boasts full online play on PS2 in Europe.

Is this serious corporate short-sightedness on the part of Konami or an astute tactical decision from a company wishing to bide its time and strike back decisively and ruthlessly at the opposition? We sat down to discuss this very point and much more with legendary PES overlord and series producer Shingo 'Seabass' Takatsuka.

What are the main improvements you've made over Pro Evolution Soccer 2?

Takatsuka: As for the modelling side, I'd say the biggest improvement was acquiring six club licences and to make the kits as real as possible. We have also been able to design the original club kits in the game.

We also changed the camera to make it behave more like a real-life live football camera - it's a small detail but that was a big improvement for us over the last version. Also, there are more polygons for the players and more detailed faces.

In terms of the game engine, we used Renderware last time, but for PES3 we've used an original Konami game engine, therefore the graphic level has gone up a lot. Everything has been adjusted and improved.

Was it hard to make it play the same when replacing the engine?

Takatsuka: It was kind of difficult; however there were no real disadvantages as since we had access to a greater memory capacity, we could apply it to AI in the game. In this way it was good for us.

What about other changes?

Takatsuka: Another aspect was not necessarily AI, but stadiums. We've added four new stadiums and enhanced the existing ones from PES2. The second biggest point is probably the Master League, which we changed the concept of: we wanted to represent the European Champions League a little better this time.

The AI has been boosted; we just wanted to make it more realistic. Also, we have changed the awareness of attackers and defenders a lot. For instance, there are now two types of awareness you can give to your players on the pitch, whereas previously you could only set one direction - i.e. left or right. Now you can have both, so tactically AI has been enhanced dramatically.

For the first time ever you're bringing Pro Evolution Soccer onto PC, which we're all really excited about. Did you encounter any difficulties in the transition and can we expect any kind of online or LAN play from the PC version?

Takatsuka: It's basically a port; the biggest enhancement on PC is the graphical upgrade over PS2. As for online, it's not yet implemented in the PC version at all, however I predict that since we're experimenting in producing our online element, you'll probably see it first in the PC version in our future titles.

So if the next version is most likely to be online on PC, does that mean you're unable to confirm that Pro Evolution Soccer 4 on PS2 will be online in Europe? People are obviously disappointed that PES3 has no online functions.

Takatsuka: Sooner or later, we will go online. It's likely PC will be quicker, but that does not mean PES4 on PS2 won't be online. We experiment all the time and sooner or later we will go online.

FIFA is obviously your key competitor, and while those in the know seem to be in agreement that PES is a much better game, it seems all the good work Konami has achieved with PES over the last couple of years in Europe, in terms of catching up with FIFA, has been undone by not being online.

It's almost like you've handed the advantage back to FIFA, which is online on PS2 this year...

Takatsuka: Yes, I understand your point. But if you will allow me to say it, I don't believe FIFA's online is a good example of online play at all. Therefore when we go online with our games, we would like give you exactly the same experience of playing the game offline. That's why we didn't take the challenge this year as we did want to have a bad online adaptation.

Is this something that's being actively worked on behind the scenes?

Takatsuka: Yes it is; we've been working on it for more than a year now.

Winning Eleven [the Japanese name for Pro Evo] Tactics has just been announced and was shown at TGS - can you tell us more about that, please?

Takatsuka: It may be a little hard for you to imagine, but Sega has a big hit in Japan called the "Become a Manager" series - it's never been released in Europe. If you don't know the game, the best way to express Winning Eleven Tactics is, it uses the Winning Eleven engine, but you won't play it as an action soccer title.

You are the manager of the game; you have to think of the tactics, look after the HR side of things. It's a management game but you're not the general manager of the club, more the head coach role, like Arsene Wenger. That's the main concept of the game.

As you've pointed out, it's a very Japanese concept - any chance we'll see it in Europe?

Takatsuka: We haven't decided yet but of course we are thinking of releasing the game in Europe. The current version that was announced was of course based on J-League, but it's very possible, in terms of gameplay, that if we have the right licences we could release it with no problem in Europe. We have to work on the licensing aspect.

Going back to PES3, people are going to be disappointed that the player rosters are out of date again. This is particularly noticeable with Chelsea, who've had so many late changes.

Can you explain why they are so far out of date and can't be updated now, when there's still a month before the game releases?

Takatsuka: We regret the old rosters we have in the game and we understand the problem. One of the reasons is that we get the licence from FIFPro, the players association, and we have to submit the rosters in advance so we can get approval.

Therefore, even if we were allowed to make changes at the very last minute, it would take so much time to be approved it wouldn't be possible.

We knew there would be a problem, so the team has tried to make manually changing players as easy as possible, so the fans can do it themselves. We apologise for the inconvenience this causes the fans and the team understands this.

So when the game does go online, do you plan to allow players to download up-to-date rosters?

Takatsuka: Well, the Japanese version is currently online to some extent, but due to FIFPro licence restrictions, we don't update the rosters because we don't have approval for that.

Officially Konami would not be able to put such a site up, however I will try to make it possible for the users to maybe upload it. If we were to go online, you could change the rosters that way, and I expect big fans would co-operate with us on that.

Do you see that this is one of the key problems in Europe? The game is undoubtedly a masterpiece and the press eulogises endlessly on how great the game is, but in terms of PES actually moving to the next level in terms of consumer appeal and sales, it seems these are the type of things you need to get right to give the game the mammoth success it deserves?

Takatsuka: Yes, I totally understand your point. I know that EA has an advantage here compared to our games, but I do not just wish to be a sand bag and get hit by EA all the time; we are preparing to hit back in terms like licensing.

And from a programming point of view, one of the things we could do is to make it easier to change the rosters, because I feel FIFA's rosters are a little more up-to-date, even though we're aiming to release at the same time. We will not stop trying to improve the efficiency of making these changes.

Pre-order demos of PES3 are now doing the rounds in Europe ahead of release - can you give us any hot tactics?

Takatsuka: First of all, PES3 is different even from Winning Eleven 7 [the Japanese version it's based on] - the game balance is different. I would recommend using the R2 button while dribbling for instance.

Also, the crossing into the box has changed a lot - if you're someone like Figo, you should cut into the box more before putting in a cross.

You've said previously how some Japanese players approach PES like a strategy title rather than a game of football, with seven man defences and that kind of thing. Isn't this is a bad thing as it's not about football as such, and have you done anything to stop this in PES3?

Takatsuka: When I go to watch competitions in Japan, people have the weirdest formations, like having just one player on the left or on the right. That was in the past however; we've acknowledged this and tweaked the game so that playing like a football team gives you the advantage.

For instance, in terms of defending, PES3 has much stronger defence than PES2. We've been criticised a little that defending is almost too tight, but if you play the game like real football this will give you an advantage.

Can you give Xbox or GameCube owners in Europe any hope that they may receive a version of PES soon?

Takatsuka: PS2 is our main console - this will not change. However, we are near the limit of the PS2 hardware itself. We are really looking forward to creating on a PC platform as there are other areas for us to explore; and with Xbox, we're really interested in Xbox Live because it's very appealing from a development point of view.

We'll let you in on a little secret... The team has not started on the Xbox version yet, however the team is very interested in Xbox Live in terms of the technology and the infrastructure Microsoft has, but that's about all we can say today, as our President is here [laughs].

As for GameCube, it wasn't so much of a success in Japan, so there's only a small chance of us doing another version. However, we always want to keep our opportunities. But I would like to emphasise that PS2 is our main platform.
 

Tom Green

Senior Squad
The team has not started on the Xbox version yet

So there will be an xbox version after all? and on xbox live.. It's too bad about the PC version not being online, and also that they've reached the ps2's limits, this is obvious, such an underpowered, outdated, piece of sh1t, yet it's still their main console, I just hope if they release an xbox version they improve it tons and not just release a ps2 port.

About the rosters, well, it's understandable, at least we can manually change them.
 

valioso

Fan Favourite
cf has the same fifpro license.. and they will have the rosters updated as of august 31st.

a lot of games on ps2 have online.

imo.. he is just bs'ing, about ps2 reaching the limit.. maybe if they released the japanese winning eleven on dvd.. they would find more room.. how is it that some games are massive.. and yet Konami can only fit 100 teams on the game..
 

Crusad3r

Senior Squad
so that means no online matches for the pc version of PES3? :((

i hope anyone can release a patch or something
 

V-9

Senior Squad
Originally posted by valioso
cf has the same fifpro license.. and they will have the rosters updated as of august 31st.

a lot of games on ps2 have online.

imo.. he is just bs'ing, about ps2 reaching the limit.. maybe if they released the japanese winning eleven on dvd.. they would find more room.. how is it that some games are massive.. and yet Konami can only fit 100 teams on the game..

Seabass is starting to sound like that Danny Isaac dude with regard to the rosters. :rolleyes:

But I do believe that he not bs'ing about the PS2 reaching its limits. Adding more teams and putting a game on DVD does not stretch the limits of the PS2. He is talking about what he and his development team can do to the series in regard to such things as AI programming and adding other features to the game that stretch the limits of the PS2. Not adding more teams or put it on DVD because that does not affect the CPU as much.
 

jumbo

Starting XI
Originally posted by Tom Green
and also that they've reached the ps2's limits, this is obvious, such an underpowered, outdated, piece of sh1t, yet it's still their main console

Like you know sh!t? I hate when people post this stupid bs. Why don't you do a ****ing research on the upcoming ps2 titles or some shlt. or just watch the ****in MGS3 trailer...

EDIT: watch the MGS3 trailer. keep a ****ing mop handy.
 

valioso

Fan Favourite
I agree with jumbo.. pes3 has reached the limit of the ps2... but metal gear solid 3 seems to have no problems.. uhm?
 

V-9

Senior Squad
Originally posted by valioso
I agree with jumbo.. pes3 has reached the limit of the ps2... but metal gear solid 3 seems to have no problems.. uhm?

Let's think for a minute here. What game kind of game is METAL GEAR SOLID? Is it a sports game that require a high degree of AI programming where there are 22 individuals moving on the pitch with their own individual AI according to their abilities. METAL GEAR looks great in terms of the graphics and cinematics. How many enemies are there in Metal Gear Solid appearing at the same time with their own AI. The same can be said about GTA4 or the final fantasy series in terms of cinematics and graphics. Which takes more toll on a console system? AI programming or cinematics? The PS2 is how many years olds and what its specs compare to the XBOX or even the CUBE. The PS2 is not like a PC where you can upgrade memory or CPU speed. It was built at a specs that can not be changed. Read the article again and especially the part about how KCET has to use their own graphic engine instead of RenderWare so that they can have more memory to use for AI and other stuffs for the game.

In terms of the game engine, we used Renderware last time, but for PES3 we've used an original Konami game engine, therefore the graphic level has gone up a lot. Everything has been adjusted and improved.

Was it hard to make it play the same when replacing the engine?

Takatsuka: It was kind of difficult; however there were no real disadvantages as since we had access to a greater memory capacity, we could apply it to AI in the game. In this way it was good for us.
 

valioso

Fan Favourite
you should know better than believing all the excuses big heads at companies give... the ps2 is 1 year older than the xbox. The AI for metal gear solid is very advanced.. is not a sports game but is still up there... the same as splinter cell. Yes xbox is more powerful everyone knows that, but I dont believe they cannot make their AI better.
All the other sports companies dont seem to be complaining either.. I havent heard anything from EA about Madden, or Nascar, or Fifa ... Sega hasnt complained about their football or basketball games.. so all those answers are a bit suspect imo
 

V-9

Senior Squad
Originally posted by valioso
you should know better than believing all the excuses big heads at companies give... the ps2 is 1 year older than the xbox. The AI for metal gear solid is very advanced.. is not a sports game but is still up there... the same as splinter cell. Yes xbox is more powerful everyone knows that, but I dont believe they cannot make their AI better.
All the other sports companies dont seem to be complaining either.. I havent heard anything from EA about Madden, or Nascar, or Fifa ... Sega hasnt complained about their football or basketball games.. so all those answers are a bit suspect imo

Look at the specs of the PS2 compare to XBOX. I don't care if if it is only 1 year older than the XBOX. That's like saying my 2000 Toyota is better than a 1999 BMW.
I have owned every Metal Gear Solid games in the series dating back to the original ps1 title. The AI is advanced but it is nothing compare to a sport game like WE/PES because there can be up to 22 players on the screen at one time with their own AI.

Other sports gaming companies develop for other consoles other than the PS2. How do you know that they are not complaining about the specs of the PS2? Besides you are comparing different sports games. Can we agree that soccer is probably harder to simulate than other sports games like American football and basketball? And can we agree that WE/PES games has the best gameplay of any other footie games out there?
If you agree to both of those statements above, how can you compare FIFA's AI to WE/PES?
 

Paco de Lucia

Youth Team
Ah, a day in the life of Seabass...The guy's team develops perhaps the best PS2 sporting title on the planet, yet his company seemingly does everything in its power to f-up any chance of the title ever becoming super-successful (sales-wise) on the global market.
 

culo

Youth Team
thanks for posting, DaJuice...very interesting reading

I though it was quite funny when Takatsuka said "I don't believe FIFA's online is a good example of online play at all". First time I've heard them explicitly name and criticise their competitors (H).

Anyway, I'm very encouraged - they are clearly relishing the prospect of developing for the PC, with the wider scope it offers for invention compared with the aging PS2. I hope they treat the PC as a separate technology to a console and develop to it's full potential.

It's also great to know that on-line play will be coming soon, no doubt about it.

Oh, and Crusad3r - don't hold your breath in expectation of someone knocking together a patch for the PC version of PES3 to allow on-line play. It's pretty clear that it's a major issue which KCET are taking their time (years) to get right. I doubt some geezer will be able to crack in a few days in his bedroom.
 

Edmundo22

Reserve Team
Originally posted by jumbo
Like you know sh!t? I hate when people post this stupid bs. Why don't you do a ****ing research on the upcoming ps2 titles or some shlt. or just watch the ****in MGS3 trailer...

EDIT: watch the MGS3 trailer. keep a ****ing mop handy.

Ease up jumbo.

It's true anyway, ps2 is a piece of **** hardware compared to xbox and what the pc can do.

My house m8 has an xbox, I have a ps2, the same game (soul calibur2) has better graphix (geforce4) and it looks like a better resoultion to me than the ps2 version. The only reason why I own a ps2 is obvious :) I will sell the ps2 if the PC version of PES3 is ported perfectly gameplay wise. Will get an adapter to plug ps2 controller to PC.

I mean what OTHER games are on ps2 that arn't on xbox that ps2 has that are TOP NOTCH and werth having a "console" for??

xbox is a better machine hardware-wise. ps2 has got we7/pes3 that is all, and enuff for me atm :)
 

Crusad3r

Senior Squad
Originally posted by culo

Oh, and Crusad3r - don't hold your breath in expectation of someone knocking together a patch for the PC version of PES3 to allow on-line play. It's pretty clear that it's a major issue which KCET are taking their time (years) to get right. I doubt some geezer will be able to crack in a few days in his bedroom.

Well i have played Super Mario Kart @ Internet with a SNES emulator, so i just hope anyone can do something similar for PES3 :P
 

BlademanX

Banned
Life Ban
ps2 graphics are kind of bullocks compared to x box.......they basically use fmv graphics while ps2 has squares lurking about........why dont konami release their bloody games on 4.7 or 6 gig dvd disc...............for goodness sake..................
 

jumbo

Starting XI
I love doing this...

Learn more about the PS2:

("PS2 vs X-BOX", http://www.freewebs.com/rspaj/ps2.html)

The CPU
Of course, the Central Processing Unit, the heart of every computer or console. Most of the calculations take place here. The XBox has a Intel processor which runs at a clock-speed of 733MHz. That's a lot higher than the 300MHz at which the PS2 CPU is running. But does that make the CPU better? Not at all...
Here's why the PS2 CPU (Emotion Engine) is a lot more powerful:

-Data bus, cache memory as well as all registers are 128 bits on the PS2 CPU while the XBox CPU is 32 bits.
-It has a max. performance of 6.2GFLOPS while the XBox CPU can only do a bit over 3 GFLOPS.
-It incorporates two 64-bit integer units (IU) with a 128-bit SIMD multi-media command unit, two independent floating point vector calculation units (VU0, VU1), an MPEG 2 decoder circuit (Image Processing Unit/IPU) and high performance DMA controllers. Yes, this is all on the emotion engine itself.

Okay now what does this mean? It means that the PS2 can handle heavier physics and 3D engines (and can do more accurate realistic visual effects like splashing water and explosions). It also means that the PS2 can handle a lot more sophisticated Artificial Intelligence programming so that you have intelligent human-like opponents. And with a floating point calculation performance of 6.2GFLOPS/second, the overall calculation performance of this new CPU matches that of a super computer. This is a completely new CPU architecture especially designed for sophisticated graphics and physics while the architecture of the XBox CPU is pretty old and simple (it's a little less powerful than a standard PentiumIII processor). The architecture of the Emotion Engine really is very sophisticated so I'm not going to explain it in detail here. But simply put the main advantage of the PS2 CPU is that it is subdivided into lots of other tiny powerful processors, all of them designed to do a special task and almost all of them can work independently from eachother. And another thing... the processor inside the box does not say "Pentium III" anywhere. It simply reads "Intel". The XBox's processor is NOT an Intel Pentium III, as Microsoft would have you believe, but in fact a Celeron II. It is a 700mhz Celeron, complete with 128kb of L2 cache (P3 coppermines actually have 256kb L2 cache), but overclocked to a 133mhz FSB, resulting in PIII/Celeron hybrid. What makes it a Celeron II is the fact that it is still using a Coppermine Core, with 8 way set associative L2 cache rather than your typical Celeron 4 way set Level 2 cache. What it ultimately comes down to is that this Coppermine core, which allows Microsoft to market the XBox as a PIII Coppermine, is about a 10% speed increase over the Celeron equivalent of this processor. Is the XBox CPU a Celeron? Not really. Is it a Pentium III CPU in the sense that everyone thinks of a PIII Coppermine? Nope. It's somewhere in between and while it is great to run standard applications and some PC games on the side, it's not a good thing to have it as a CPU in a gaming console...


The Graphics Chip and VRAM
This is where the images are rendered. The XBox uses an Nvidia Graphics Processing Unit running at 250MHz and the PS2 uses the Graphics Synthesizer running at 150MHz. Again, judging by these specs the XBox looks better. The XBox GPU has a few advantages (or maybe not) over the PS2 GS, for example:

-The XBox GPU can do 125 million polygons (according to Microsoft) while the PS2 GS can only do 75million polygons
-The XBox GPU has a max. resolution of 1920x1080 and the PS2 GS can do 1280x1024, the rest of the graphics chip will be comparable to NV-20 chip.

There are alot of neat effects the XBox GPU can do with its hardware, but all those effects can be done by the Emotion Engine in software too (while the XBox' CPU is not powerful enough to do complex visual effects in software). But the catch is that these advantages (talking about higher resolutions here) don't make a lot of difference on a TV screen, even on an HDTV screen the difference would be barely noticeable (when the console's hardware is used properly). So, is the XBox Graphics Processing Unit better than the PS2 GS? It doesn't look like it, the architecture of the PS2 GS looks far more advanced. For example, PS2 has a parallel rendering engine that contains a 2,560 bit wide data bus that is 20 times the size of leading PC-based graphics accelerators. The Graphics Synthesizer architecture can execute recursive multi-pass rendering processing and filter operations at a very fast speed without the assistance of the main CPU or main bus access. In the past, this level of real-time performance was only achieved when using very expensive, high performance, dedicated graphics workstations. There is a 48-Gigabyte/sec memory access bandwidth achieved via the integration of the pixel logic and the video memory on a single high performance chip. The quality of the resulting screen image is comparable to high quality pre-rendered 3D graphics. (that is once the game developers have learned how to use it properly) There has also been a misunderstanding about the VideoRAM on the PS2. The VRAM is included in the 32MB of main RAM on the CPU (the developer chooses how much of it he wants to dedicate to VRAM). Everyone thought the 4MB of memory on the GS was the VRAM while that is just a buffer in which all the rendering is done so no external bandwidth is needed (only for texture streaming). Another rumor that's been spread by several gaming sites is that the XBox is capable of texture compression and full scene anti-aliasing while the PS2 isn't. This is simply not true. The PS2 can compress/decompress textures and do full scene anti-aliasing without causing as much slow-down as on the XBox. And although the XBox GPU can do a lot of effects that are not 'built-in' in the PS2 GS, the PS2 can do all these effects and more in software mode (but at least at the same quality) through the Emotion Engine. XBox fanboys will probably tell you that the XBox GPU is more powerful because of its vertex shaders while the coprocessors on the Emotion Engine of the PS2 can be used to get the same effects as the XBox' vertex shaders (but the vertex shaders can't do everything that the EE's coprocessors can do).

Now let's take a look at how Microsoft got the idea that their graphics chip can do 125 million polygons, because this is a little unclear... (I'm going to go in some tech details now) The PS2's Graphics Synthesizer has the highest pixel fill rate of the next generation of consoles. Most remeber the 4.0 GPixels on Microsoft's spec comparence sheet. Well, Microsoft was nice to include a "(anti-aliased)" next to it. What does "4.0 GPixels (anti-aliased)", mean? It's misleading. The Xbox has hardwired 4x FSAA, when this is turned on the actual total of 1.0 GPixels is re-rendered 4 times to remove aliasing. Another possible reason for Microsoft to say Xbox's fill-rate is 4 GPixels per second. Is that the 1 GPixels is with 2 texture layers, if it is NOT used Xbox would not gain any performance and if it is used Xbox wouldn't lose any performance. It remains 1.0 GPixels w/ 2 textures, so what MS possibly did was it doubled the fill rate twice. Trying to compare it to PS2's fill rate w/ no texture. What MS did was it came up with misleading numbers. The Xbox can't go higher than 1 GPixels per second. The NV2a in the Xbox has 4 pixel units running at 250 MHz, that's 1 billion pixels/second. While the GS in the PS2 has 16 pixel units running at 150 MHz, which is 2.4 billion pixels every second. Now let's talk about polygons. Right here I'm talking about polygon rendering and not polygon transformations. To calculate polygon rendering performance, you take the pixel fill rate, and write it in millions. So PS2s pixel fill rate is 2400 Million. When Sony says polygons, it is refering to 32 pixel polygons. Divide 2400 Million by 32. You get 75 Million (32-pixel) polygons per second. That is raw and doesn't include textures, they use up pixels also. Now let's take Microsoft's allegged pixel fill rate of 4000 Million, which MS has on it's spec sheet and divide it by 32, you get, yes you guessed it, 125 Million (32 pixel) polygons per second. Here's the problem, the NV2a doesn't have a 4000 M fill rate but a 1000 M fill rate. So it's 31 Million (32 pixel) polygons per second. This isn't raw, since there's also 2 texture units for each pixel unit. So that's 31 million with 2 texture layers, the PS2 is around 38 Million with 1 texture layer and 20 million with 2 texture layers. The Xbox maxes out at 31 MPolygons per second, if textures aren't placed on those polygons- Xbox will not gain a polygon rendering increase in performance. The PS2's Graphic Synthesizer could render 75 MPolygons per second with no texture. The NV2a in the Xbox can't render higher than 31 MPolygons per second at all.

Okay now take that all into account and then check out the following... The XBox graphics chip does not really give you the same power you get out of a GeForce3 3D accelerator card. It is only a graphics chip, similar to the one on that card but it shares its memory with the XBox's system RAM and has a 250mhz RAMDAC. While a standard GeForce3 accelarator card gives you an additional 64MB of video memory with 350MHz RAMDAC. The NV2A compensates for this by having a second vertex shader, as opposed by the GeForce3's single vertex shader. However, Microsoft claims that this second vertex shader instantly bumps the XBox's theoretical max poly count from the 31 million that Nvidia lists for the GeForce 3, all the way up to 125 million pps. According to most experts, the area that will actually see the most improvement from this will actually be in Bump Mapping. Microsoft has yet to explain how the second vertex shader yields an additional 94 million polygons per second." I don't know enough to go more in detail about this but this is definately an interesting point, and it seems that the XBox doesn't have the advantage here.

I can understand that this is all a bit confusing if you're not a real tech-freak. It comes down to this: when developers have learned how to use the power of the PS2 GS properly they'll get a lot more out of it than XBox developers will get out of the XBox GPU. The PS2 GS combined with the EE can do a lot more advanced visual effects than the XBox GPU combined with its CPU.


The RAM
This is the main memory of a console or computer system. There isn't much to say about the RAM. XBox has twice as much RAM as the PS2. Will this give the XBox a huge advantage? Not really, let's take a look at how the PS2 accesses the RAM:


-32MB Direct RDRAM 2 channels at 800MHz
This means that the PS2's powerful Emotion Engine can manipulate the data stored in the RAM fast enough to compete with the XBox' memory access time. This is very important cause all data is stored there (even the graphics because the VRAM is included in those 32MB of RAM). Judging by the information that Microsoft and Sont have released it looks like the PS2 can also compress and decompress images faster than the XBox because of the implementation of the MPEG2 decoder on the CPU. And you really have to take the extremely fast (48GB/sec) VRAM of the PS2 Graphics Synthesizer into account because this eliminates a lot of bandwidth problems developers could have on the XBox, also most parts of the Emotion Engine can independently transfer data to the Graphics Synthesizer. But then again the XBox has 6.4GB/sec memory bandwidth on the RAM while the PS2 has 3.2GB/sec there. So it's difficult to say which console has the real advantage here, some developers say they like the XBox more because it has more memory, others say that even if the XBox had 128MB of RAM they would still prefer PS2's memory system.



The Sound Chip
This is where the XBox does beat the PS2. The XBox has 64 sound channels while the PS2 has 48. This won't make the noticeable difference though. What will is that the XBox sound chip is designed for interactive and variable CD quality music which means that the music in games can (if the developers use the feature) change and adapt itself to the gameplay. The PS2 sound chip is more simply designed for 'precalculated' CD music. It's possible to do interactive music on the PS2, it's just a bit harder to program than on the XBox which is why you'll probably see more XBox games with interactive music. The XBox also has a few sound features like Dolby Surround and stuff but all of this has been done on the PS2 in software through the Emotion Engine too (just listen to the PS2 version of SSX Tricky, same interactive music, same Dolby Surround as on the XBox).


Backwards Compatibility and PC ports
As you probably already know, the PS2 can play all old Playstation games and even enhance the graphics and speed up loading times. This gives the PS2 a huge advantage of course. But the XBox has another advantage over the PS2: PC ports. It's very easy for a PC game developer to create an XBox version of his game because the XBox hardware design looks a lot like that of a PC. And while the PS2's hardware architecture is superior to that of the XBox, it's a lot more difficult to make a PS2 version of a PC game because of the huge difference in hardware designs. If a PC developer wants to port a PC game to the XBox he just has to make some modifications in the program code. But if a PC developer wants to port a PC game to the PS2 he has to rewrite most of the program code. But a lot of developers have gotten used to the hardware now and we're seeing some great PC to PS2 ports (Quake3, Max Payne,...).


What it comes down to:
The XBox hardware design looks a lot like that of a powerful PC, which makes it very easy for developers to program for as most of them know the hardware very well and know how to get the most out of it. The PS2 has a much more innovative, effective and powerful design of hardware but it is also much more complex. The problem here is that the programmers have a lot to learn about the hardware. If we compare top-quality XBox games like Halo and Dead or Alive 3 with top-quality PS2 games like Metal Gear Solid 2 and Final Fantasy X, we see that the graphical quality is slightly better on the PS2. Some details are done better on the PS2 games but then again other details are done better on the XBox. But many PS2 programmers have stated that even the best looking games on the system that are out right now don't show the true potential of the machine. For example, the game Gran Turismo 3 on PS2 looks more photo-realistic and has more detail than Gotham Racing (XBox's prettiest racing game). But Sony's research team has developed a 'Performance Analyzer' that shows that Gran Turismo 3 doesn't even use 25% of the PS2's power. So you see there's still a lot of room for improvement and the programmers still have a lot to learn while the XBox programmers have little room for improvement because they're already using more optimized methods of coding.
 

jumbo

Starting XI
What the PS2 developers have to say:
(excerpts from interviews from IGN.COM)
Jason Rubin from Naughty Dog:
Question: Have you learned any new technical tricks on the PS2 that you would like to share since we last talked?
Jason Rubin: Yes I have. I've learned a bunch of them, and some I don't even understand. The system is extremely deep, and in this generation all of the systems are deep. I have never been a bit person, you know a person who quotes bits and all that, but this generation of systems is incredibly powerful. We're currently doing tests on all sorts of things, including collision detection, artificial AI, camera positions, backgrounds, etc. The PS2 is unbelievable. It provides great simulations of the real world but also of fantasy worlds. So, for this next generation of games, people will learn things steadily. Like for instance, Crash 1 had no Z-buffer, Crash 2 had a Z-buffer. Crash 3 had new techniques in it, and Crash Team Racing had heat waves, much like those in GT3. Each new game that appears on PS2 will provide new ways to reach deeper into the system's capabilities.
---
Question: Have you had any trouble working with the PS2 hardware? And what kind of tools have you been working on?
Jason Rubin: We were very early on PS1. I think that we were the 30th project started. We were also EA's second Genesis title. Both of these starts happened before the hardware was on the shelf in Japan, and well before America was going to see the systems. This is a hard fight. New hardware is never complete. And even as it completes, you still have the uphill battle of fighting to do things that have never been done.
The PS2 is hard as well. But this is not because the hardware is difficult, it is because there are more new things that can be done than ever before.
We think that the jump from Genesis to PS1 is SMALLER than the technical hurdles between PS1 and PS2. This is NOT because the hardware is specifically harder, but because technology is really changing
We went from trying to simulate everything cheap on the PS1 to actually being able to do it on the PS2. But we have never done these things before, and that is challenging the industry.
Question: Do you think there will be any major advantages to the Dynamic hardware setup of the PS2 as opposed to traditional PC-esque hardware, it seems to making mainly problems for developers?
Jason Rubin: Yes, I do think that there are advantages to the hardware setup of the PS2. The multiprocessor setup of the system allows the PS2 to do so many things at the same time (if programmed well) that the hardware is actually far more powerful than its spec. They say the X-Box is going to be either 600mhz or 1000mhz. The PS2 is only 300mhz. But if you can have your background engine running in 10% CPU and 50% VU1 time, then you have far more power.
That is how we are doing our programming for the next game. I think that the problem with the current games (the ones you have seen) is that they have opted to take the easy way out and they are only doing CPU code.
So think of it like this. They are actually leaving a significant part of the power of the system on the table. We plan to bring that power into the game.
And yes, of course there will be more powerful systems in the future. That is how technology works. But the X-Box may not be that system.
Question: In what ways do you think the PlayStation 2 will change gaming as we know it today? Do you think that it'll be revolutionary?
Jason Rubin: The PS2 will first be evolutionary... and then later, revolutionary. First, you will see games that are similar to the past, but a whole lot better looking and smoother. Later, you will see games that do things that have never been done before.
Broadband will have a lot to do with the Revolutionary part of the cycle. We will go beyond deathmatch, and beyond the glorified chat room of EverQuest and get true multiplayer online gaming with interaction. That is something we haven't seen yet.
Question: How do you feel about the VRAM in the Ps2? Is it better than much of what's in PC's today because of its high speed? Or is it worse because of its tiny amount?
Jason Rubin: The VRAM on the PS2 is both better and worse than the PC. Sure it is smaller. A LOT smaller. But it is also much faster, which allows for more polygons, and hence better usage of the texture space.
I am not sure whether or not low polygon/high texture is better than high polygon low texture. And I guess that that is going to be the developers challenge on all systems this generation.
We are not having a problem with the texture space at Naughty Dog. I guess only time will tell whether or not this is a problem for other developers.
Question: Can you give us some tech info about Ps2?Is it really possible pushing 10+ million polygons/sec while applying FSAA, high quality textures and running a highly advanced physics engine?
Jason Rubin: To answer your question directly: Yes, I do believe that that is possible. You are talking about 166,000 polygons a frame at sixty frames a second, and I not only believe that to be true. I KNOW it to be true.
Question: Can you explain exactly why the lack of anti-aliasing and shimmering backgrounds seem apparent in the early batch of PS2 software?
Jason Rubin: Yes: The PS2 gives you a raw frame buffer. It does not blend past frames with the current frame to create the blurry effect the Dreamcast gets. For a bad TV, the Dreamcast method is great. But on a good monitor, or with a RGB cable, the Dreamcast method is limiting because it tends to take away from your ability to get small details.
The texture capabilities of the PS2 are very complicated. We have spent over 2 months simply looking at our options in regards to texture usage, and have found a good solution to the mip-mapping and filtering issues of the system.
The early PS2 games did not have time to do this. That is why these games flicker horribly. With time, and effort, you can overcome the flickering issues to a great extent.
I think that you see this with MGS2. There were not as many issues in this game as there were in the early release titles. Time will improve them all.
Question: Over the past months.. we've heard several figures for the maximum amount of polygons the PS2 can push. Where would you place the max?
Jason Rubin: At this time, I can't give a fixed number on the max for the system. That depends on many things, such as how big they are, or how much transparency there is, etc. But I will say that today... ok a few months ago... we hit the 10 million mark that you already mentioned. With time, and generational movement upward in our knowledge of the system, there is no reason to believe that this won't go MUCH higher.


bioware:
Question: About the math capabilities mentioned earlier, could you talk in more detail about them and what you'll be doing with them?
Charles: The PS2 math capabilities are like Intel's SSE... but on steroids. The math processors can be used to optimize any kind of math operations, which, in a 3d game, means a lot. So they will basically be used to speed up a lot of the 3d transformations and lighting.
David: You can also do a lot of math operations in parallel, if you order your operations right. That's something you just can't do on most consoles or PCs.
Question: What do you think of the multiple-processor structure of PS2? Bandwidth issues involved with splitting things up between the different processors seem to be an issue some developers are having trouble coming to grips with.
Charles: Well, it definately takes a while to get used to to the multiple processors, but its really just a matter of organizing your data accesses across processors. Most of the processors can run 'mini programs' without being controlled by the main processor, which allows for a lot of asynchronous processing. So while the main processor is busy doing AI, and animations, etc, the other processors can render, play sounds, and access data.
David: There are several different render paths in our engine already. There's one path optimised for static geometry renderning, one for dynamic geometry etc.
---
Reverend-IGN: Tech fun again!: In the last chat you said that low video RAM was limiting things like the textures and anti-aliasing. Isn't there some way you can take some Main RAM and assign it to be video RAM? And if not, why?
DavidBioWare: Yes, the video memory situation has improved dramatically since last time.
DavidBioWare: The problem was that there was too little video memory to fit all our textures, and the machine can't use a texture unless it's specifically in video memory.
DavidBioWare: What we've found since then is that the PS2 has enough bus bandwidth to transfer each texture from main memory to video memory as it's needed.
DavidBioWare: That's on the order to 100s of Mb per second. We hadn't anticipated that the PS2 had that kind of brute horsepower on its bus. No other machine I've used does, including any PC or the Dreamcast.
DavidBioWare: We had to reorient our thinking after that. :) So now we have almost more texture memory than we know what to do with.


Think this article is complete bull? Check the facts with the official press releases and compare for yourself:
Sony press releases regarding the PS2 hardware specifications
http://www.psx2central.com/misc/psx2info.htm
Website where the developer interviews can be found
ps2.ign.com
XBox final specifications and info
http://www.activewin.com/faq/x-box.shtml#Microsoft "X-Box"%20Timeline
 

Ashy

Youth Team
ps2 graphics are kind of bullocks compared to x box.......they basically use fmv graphics while ps2 has squares lurking about........why dont konami release their bloody games on 4.7 or 6 gig dvd disc...............for goodness sake..................

if you sat down people wouldnt hear your voice as you are obviously talking out of your arse.

can you explain to anyone how releasing games on a larger capacity dvd would make any difference whatsover to the gfx etc?
 

jumbo

Starting XI
Originally posted by Edmundo22
I mean what OTHER games are on ps2 that arn't on xbox that ps2 has that are TOP NOTCH and werth having a "console" for??

Check this list out: http://ps2.ign.com/choice_all.html

and just look at MGS3...







 


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