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Playstation/Gaming Discussions => PS3 Discussion => Topic started by: IronFist on January 11, 2002, 08:04:35 PM
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Gamespot: From yesterday, Jan 10th: http://gamespot.com/gamespot/stories/previews/0,10869,2838059,00.html
Sega finally unveiled the first playable version of Virtua Fighter 4 for the PlayStation 2. We were able to check out the game and came away impressed with what we saw. While not final, the build of the game we saw showcased slick visuals that were nearly arcade-perfect. Best of all, and most importantly for a fighting game, the PS2 version of the game featured rock-solid gameplay.
For those who haven\'t found it in their local arcade, Virtua Fighter 4 is the latest installment in Sega\'s flagship fighting series. Since its arcade debut in 1993, the Virtua Fighter series has driven the development of arcade technology and the evolution of the 3D fighting genre. Given the ambitious technology used for the arcade games, home conversions of the series have had to find creative solutions for re-creating the games at home.
Not surprisingly, one of the biggest challenges in bringing Virtua Fighter 4 to the PS2 lies in re-creating the game\'s graphics. The arcade version of Virtua Fighter 4 was developed on Sega\'s Naomi 2 arcade board and features beautifully detailed, polygon intensive graphics and a hefty dose of lighting. The texture work--not something the PS2 has been known for to date--is varied and has a great deal of fine detail. In addition, the game features a great deal of geometry on display in the island stage\'s deformable sand, the castle stage\'s snow, and the temple stage\'s breakable floor tiles. Despite the PlayStation 2\'s considerable graphical prowess, there was concern as to whether or not it was up to the task of replicating the arcade game\'s visuals.
While the past year has seen the phrase "the power of the PlayStation 2" thrown around quite a bit, Virtua Fighter 4 on PS2 actually makes a compelling case for the console\'s muscle, even in its early state. Despite the fact that the game has only been in development for a short time, developer AM2 has managed to coax impressive performance out of the PS2 hardware for its first project. The game already comes incredibly close to the arcade version\'s graphics, and it definitely makes the most of the PS2 hardware.
We did a double take when we first saw the game running. At first glance, it bears an uncanny resemblance to its arcade counterpart. In fact, even after we started noticing the little details that gave away the fact it was running on a PS2, the game looked very impressive. Before we begin to wax poetic on the game\'s graphics, we should point out the spots we\'ve seen so far that keep the graphics from being 100-percent arcade-perfect. There are some aliasing issues, resulting in jagginess, shimmer, and moiré weirdness in places. There\'s nothing on the level of the Japanese versions of Tekken Tag or DOA at the PS2\'s launch, but it\'s noticeable if you\'re looking for it. The lighting in the game has been reworked to accommodate the PS2 hardware and isn\'t quite as dramatic as it is in the arcade version. The aforementioned sand and snow have both been scaled back and don\'t deform as much as they do in the arcade. Finally, some of the background elements off in the distance have been swapped out with 2D bitmaps.
While you\'ll have to scrutinize the game to find the graphical quirks we\'ve mentioned, the game\'s strengths are far more apparent. The game manages to retain the high level of detail that the arcade version boasts. The stages and characters are modeled with an extremely generous amount of polygons and feature some of the cleanest, most detailed textures seen on the PS2. The game\'s 13 fighters--11 returning characters from Virtua Fighter 3 and two new characters--are all beautifully rendered, featuring moving hair, animated clothing, eye tracking, and lip synching. The cast is showcased via dramatic camera angles during certain throws in the gameplay and close-ups during their poses after you\'ve won a match.
The stages in the game are also highly detailed, offering incredibly detailed vistas that are shown in the game\'s dynamic fly-through of a stage before a fight begins. In the actual fighting ring, you\'ll find a basic square area to duke it out in. In some cases, you\'ll find deformable objects such as the breakable floor tiles in new character Lei Fei\'s temple stage, the sand in Jeffrey\'s island stage, or the snow in Lion\'s castle stage. On top of that, you\'ll find that many stages use a variety of lighting effects that add to the atmosphere of the area you\'ll fight in. The bright sunlight that causes lens flare while fighting on the temple stage is contrasted by the diffuse lighting that filters down to the ocean-floor aquarium stage. What looks to be a new stage in the versus mode has you fighting in a ring filled with calf-high water, and it sported some well-done water effects. Finally, a bit of intentional fog has been inserted in places to add a bit more visual variety. In spite of the processor-intensive graphics, Virtua Fighter 4 manages to keep all the action going onscreen at a smooth 60 frames per second.
As nice as the graphics are, the gameplay surpasses them in terms of quality thanks to very tight control and a deep gameplay system. While we\'re unsure exactly which version of Virtua Fighter 4 the PS2 game is based on at the moment--since the arcade game first debuted earlier this year in Japan it\'s already received an update and there\'s rumors of a third--we expect that it\'s likely to be the latest one, version B, given how some of the characters are balanced. In terms of control, Virtua Fighter 4 handles like a dream once you accustom yourself to the game\'s timing and button configuration. The timing in the early build we played seemed to be off by a hair, which required us to adjust our play style in order to be effective. The fact that it was so easy to adjust to gives us hope that the final version of the game will feel just right. As far as the button layout goes, the default setup in which you block with the square button, punch with triangle, and kick with circle took a bit of getting used to, depending on the button presses for your player\'s moves. Fortunately, you\'ll be able to map the buttons any way you like on the PS2 controller in the options menu. Moving your character in the ring with the D-pad and circling your opponent in 3D by double-tapping and then holding up or down were easier to pick up. With a bit of practice, the game will be old hat to fighting vets.
You\'ll find five gameplay modes to test your skills in: arcade, versus, kumite, AI system, and training. The arcade, versus, and kumite modes are on tap to offer some hefty challenges, and the training and AI system modes are on hand to allow you to brush up on your fighting skills and customize your character. While specific details are a bit thin at the moment, it looks as though the game will also employ a variation on the magnetic card system incorporated into the Japanese arcade versions of Virtua Fighter 4. The cards are inserted into a slot in the arcade unit and let you save your character and ranking. The system allows the two players to see how skilled they both are by displaying their win-loss records. However, the biggest appeal of the magnetic card system, besides bragging rights, is that by winning fights in succession, you are able to unlock new items for use in the game. You can customize your character\'s appearance with a wide variety of items ranging from blue rabbits to clothing accessories. A plainly attired fighter taking on an opponent decked out like a Mardi Gras float would just be asking for trouble. While we couldn\'t get details out of Sega as to exactly how the card system will be implemented in the PS2 version of the game, we suspect that the game will use a PS2 memory card as a substitute for the cards used in Japanese arcades and allow players to open secrets in the game. We\'re fairly certain the feature will be included in some fashion, as the special items are definitely in the game--we played a few matches against Lion in the kumite mode, and he was wearing a glossy motorcycle helmet, which is one of his unlockable items.
So far, Virtua Fighter 4 for the PS2 is coming along incredibly well. Even though the early build we played had a few quirks, the game already looks and plays extremely well. With the game expected to release in the latter end of this quarter in the US, AM2 should have ample time to polish and tune the game. Barring some massive calamity, the game looks to be the finest home conversion of a Virtua Fighter game yet. Look for a more in-depth preview of the game in the coming weeks.
By Ricardo Torres, GameSpot VG [POSTED: 01/10/02]
To Be Continued...
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IGN: From today, Jan 11th.
After all this time, it\'s still quite amazing to see what AM2 can do with the once spectacular Virtua Fighter series. I mean it\'s one thing to create one of the world\'s best fighting systems, replete with memorable graphics and a roster of now classic characters -- always backed up with incredible technology -- but it\'s another thing to create a fighting game that re-emerges time and time again with freshness and likeability that\'s this irresistible. Street Fighter and Tekken fans, of course, will disagree, but Virtua Fighter is a game of subtleties and style, and is far more appreciated in Japan than in the US.
But regardless of what fighting faction you belong to, Virtua Fighter 4 is quite a game to see. While I have not spend nearly enough time playing Virtua Fighter 4 on PlayStation 2 to know its every intimate detail, I am not only impressed with its look and feel, but because of this game, I\'m excited about fighting games in general again. And let me tell you, that\'s a feat in itself. I thought I was going to have to wait until Soul Calibur 2 to feel this way.
In development by AM2, led by Yu Suzuki, who\'s taking a more directorial overview position on the project, while a dedicated team gets to grips with the hands-on elements of Virtua Fighter 4, Sega\'s fighting game is both visually impressive and, after playing the nearly eight year old series (Virtua Fighter made its debut in 1993), it feels familiar and surprisingly new.
Those familiar with the series will instantly notice that on the surface, the game feels very close to past Virtua Fighters. The default timer is set at 30 seconds, it still has ring-outs, the jumping and aerial combat is still a wee bit floaty (although it\'s much better than before), and you can pick up your old favorites and instantly pull off great moves classic three-four move simplicity.
But beneath the familiar veneer, however, is a more complex combo system, and a game with more offensive weapons, defensive moves, and a whole new layer of individualistic flair and veracity. It\'s not like the game was ever flawed in the first place, but Virtua Fighter 4 returns to its earlier roots. Not even the most enthusiastic fans of the series appear sorry to see Virtua Fighter 3tb replaced with Virtua Fighter 4, a game that is more reminiscent of Virtua Fighter 2 in several ways.
For instance, the game is deeper in defense than before. Characters demonstrate a greater capacity for counters and defensive moves, with new moves and animations to complement them. And with fewer sloped areas, and a return to more basic, square levels, the ability to create wall combos appears much more prominent in some arenas. However you decide to peel this onion, the game promises depth and longevity, which I have simply not begun to uncover at this point. With regard to the single player game, it appears loaded with rewards, too. Virtua Fighter 4 offers them in spades, packed with a handful of extra costumes per character, tons of accessories, including modifiable ones (sunglasses, hairstyles, etc.), and items that enable characters to get super powerful moves that can be unlocked upon achieving certain goals. Also, several of them can instantly change their stances in mid-game for different fighting styles.
But honestly, the first thing that\'s most noticeable about Virtua Fighter 4 is its slick graphic appeal. The game bears an extraordinarily resemblance to its arcade brethren, which runs on Sega\'s Naomi 2 coin-op board in the arcades. What the PS2 version does so well, despite critics\' complaints about textures, is to deliver excellent looking textures. Everything from the backgrounds to the characters themselves are amazingly detailed, from body parts, such as naturally flowing hair, human-looking character faces, and realistic musculature, to highly refined backgrounds and environments, such as wrinkled clothes, good-looking moving water, powdery falling and fallen snow, great particle effects (sand, electricity, fire), and excellent realtime lighting techniques.
Some of the new levels are quite entrancing looking, especially the snow-draped castle rooftop. It shows off a foot or so of snow underfoot which, as characters starting moving around in it, instantly creates paths that look uncannily realistic. In what appears to be a virtual tech demo, players also find themselves battling in an arena about one foot in water. And levels such as Jeffry\'s Island, which has always looked good, have returned as well.
Perhaps even more exciting about the visuals are the character animations. These characters flow with the ease of nearly real creatures. The smooth-moving fighters are incredible quick, moving at a nearly constant 60 frames per second, and each and every move in their fighting vocabularies appears perfectly interpolated from one to the next to create fluid movements, natural-looking combinations, and some of the most gorgeous throwdowns we\'ve seen in a while. If you\'re not impressed with the graphics (and you\'d have to be pretty lame to dispute these visuals), you will be moved by the animations.
The characters don\'t seem as large in scale, in fact, they appear a wee bit smaller than in VF3TB. And while we\'re on the same subject of characters, 11 members from the former VF rosters grace this game, with the addition of two new ones: Lei Fei, a quick, hard-hitting Shaolin Monk, and Vanessa Lewis, a burly straight-forward fighter. The only non-returning character is the giant sumo wrestler Taka-Arashi.
Granted, the PS2 two version isn\'t done, Sega says it\'s 80% complete, and so graphically, there is still some work to do. Whether these visual obstacles are fixed in the final version or not, we\'re not sure, but there are some instantly noticeable quirks. The most noticeable visual problems come in the form of flickering, shimmering backgrounds, and some relatively noticeable jaggies. The arcade game itself demonstrated some of these same dilemmas, but not to the extent that this version does. But before we all jump on the bandwagon and start ripping on the PS2 (some folks just can\'t help themselves), the gorgeous graphics, wide palette of textures, and exquisite effects, in addition to the sleek character designs (for instance, Sara looks far foxier in this version than in VFtb), certainly overcome any flaws the game presents.
Even with a few noticeable graphic disparities, the game offers off a surprisingly slick and polished feel at this completion stage (80% complete). I\'m still counting the abundance of subtle touches and extras. I mean, things as little as the interface are quick, intuitive and innovative, and like so many things that are hard to explain about games, Virtua Fighter just feels right.
As usual, we\'ll have lots of extra updates and more impressions of Virtua Fighter in the upcoming weeks. But mark my words, Virtua Fighter 4 should deliver a knockout punch when it hits stands this March, and it shouldn\'t be missed.
-- Douglass C. Perry
Gamespot Images: http://gamespot.com/gamespot/stories/screenindex/0,10866,2838410-1,00.html
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It\'s somewhat disappointing that the PS2 couldn\'t handel VF4 perfectly. It\'s still going to kick ass!! Is the game still exclusive to PS2, if it\'s not I bet I know of a system up to the task of a better than arcade port...
no flaming please:D
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note to self;
add VF4 to the game list tht i HAVE to have
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Originally posted by Ginko
It\'s somewhat disappointing that the PS2 couldn\'t handel VF4 perfectly. It\'s still going to kick ass!! Is the game still exclusive to PS2, if it\'s not I bet I know of a system up to the task of a better than arcade port...
no flaming please:D
Well think of it this way. If the PS2 could handle Naomi II graphics perfectly, what\'s the point of spending a few thousand dollars on the arcade unit when you could get a system just as powerful for only $300?
I think they did pretty good. Sure, it\'s not perfect -- but IMO it sounds like it will be, and looks, brilliant.
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Originally posted by IronFist
Well think of it this way. If the PS2 could handle Naomi II graphics perfectly, what\'s the point of spending a few thousand dollars on the arcade unit when you could get a system just as powerful for only $300?
I think they did pretty good. Sure, it\'s not perfect -- but IMO it sounds like it will be, and looks, brilliant.
Like I said...It\'s still going to kick ass!;)
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Oh, and yes, it\'s PS2 exclusive. :P
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Ah yes, the DOA3 gameplay destroyer. This game is worthy of the Best fighting game ever, just by reading the impressions. This game is going to rock the house. Bring on that deep gameplay that puts the DOA\'s crap gameplay to shame. NOTHING can stack up to this game IMO. This is one to keep an eye on.
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Originally posted by Terry Bogard
Ah yes, the DOA3 gameplay destroyer. This game is worthy of the Best fighting game ever, just by reading the impressions. This game is going to rock the house. Bring on that deep gameplay that puts the DOA\'s crap gameplay to shame. NOTHING can stack up to this game IMO. This is one to keep an eye on.
Ah yes, the DoA3 gameplay destroyer...clever:rolleyes:
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Originally posted by Ginko
It\'s somewhat disappointing that the PS2 couldn\'t handel VF4 perfectly. It\'s still going to kick ass!! Is the game still exclusive to PS2, if it\'s not I bet I know of a system up to the task of a better than arcade port...
no flaming please:D
Well its actually common sense that it wouldn\'t the Arcvade board has a ton more ram. Its actually quite remarkable that the game look this ncredible when you think about it
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Originally posted by ddaryl
Well its actually common sense that it wouldn\'t the Arcvade board has a ton more ram. Its actually quite remarkable that the game look this ncredible when you think about it
There have been better console versions of arcade games. Tekken 2 and Soul Calibur come to mind...
But then again, I have yet to see a system replicate the arcade version of the VF series perfectly. Neither Saturn or DC could do it...
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Originally posted by Ginko
Ah yes, the DoA3 gameplay destroyer...clever:rolleyes:
Man,
Are you implying that DOA3 has good gameplay or something? Because last time i checked, it SUCKS ASS. Yeah, I\'ve played the damn game. Its nothing but DOA2 with prettier graphics IMO. But eh to each his own. Everyone has a different taste in fighters.
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Originally posted by Terry Bogard
Man,
Are you implying that DOA3 has good gameplay or something? Because last time i checked, it SUCKS ASS. Yeah, I\'ve played the damn game. Its nothing but DOA2 with prettier graphics IMO. But eh to each his own. Everyone has a different taste in fighters.
I happen to enjoy DoA3. THe gameplay is slightly better, it\'s no longer a throwing match and the gameplay is silky smooth. Of course IMO...
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Originally posted by Ginko
There have been better console versions of arcade games. Tekken 2 and Soul Calibur come to mind...
But then again, I have yet to see a system replicate the arcade version of the VF series perfectly. Neither Saturn or DC could do it...
The Arcade 246 board is a PS2 board with alot more ram. how is the dev supposed to completely recreate and Arcade version on the same hardware with more ram to the PS2 with less ram
it wwould never be possible
other Arcade to console ports would were probably made from Arcade to superior console hardware I\'m assuming
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Originally posted by Ginko
There have been better console versions of arcade games. Tekken 2 and Soul Calibur come to mind...
But then again, I have yet to see a system replicate the arcade version of the VF series perfectly. Neither Saturn or DC could do it...
Soul Calibur was designed on a system (11?) arcade board which is basically a souped up PlayStation. Of coarse a Dreamcast based off a much more powerful Naomi board will be able to outpreform it. Same with Tekken Tag for PS2. Tekken 2 I believe was not arcade perfect. If I remember right, the arcade still pushed more polys in the characters.
VF3tb for the Dreamcast was about as close of a VF port as you are going to get. Only minor flaws like clothing flowing in the wind and some backgrounds (*cough*Also arcades already flawed gameplay*cough*) hold it back from perfect.
Now if you are talking better being added modes and stuff then saying Virtua Fighter and that line would be quite stupid :laughing:
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How did the Arcade Board 246 get into this? Isn\'t VF 4 on the Naomi 2?
Okay, whatever...fact is that I\'m still a little disappointed as I said earlier. Maybe it\'s just the crap pics or my expectations were set to high for PS2 to deliver...;)
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Originally posted by VideoMan
Now if you are talking better being added modes and stuff then saying Virtua Fighter and that line would be quite stupid :laughing:
Yes it would:nerd:
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This thread wouldn\'t be complete without GamingAge\'s hands on impressions:
http://cgi.gaming-age.com/cgi-bin/news/news.pl?y=2002&m=1&nid=11-45.db
In less than three weeks, Sega will release their premiere fighter on the PlayStation 2, making it their first major release as a third party developer. Only a few years ago I was here giving first impressions of Virtua Fighter 3: Team Battle for the Dreamcast, which lead to some controversial results of disbelief. Hopefully, these first impressions will result in a better reaction.
Up until Soul Calibur first came out in the arcade, the Virtua Fighter series was by far my favorite fighting series. I picked up a Saturn for Virtua Fighter 2, and got my Dreamcast and two arcade sticks at launch in Japan for the sole purpose of Virtua Fighter 3tb. Now, with Virtua Fighter 4, which I think is shaping up to be the best in the series, on the horizon for a console release, I couldn\'t have been more excited to be one of the first people to get a hands on trial. Since the arcade version has been available for some time now, this will be a look more on the game as a conversion to the PS2 rather than what the game is.
It\'s not arcade perfect, but it\'s close. I would say at least a 95% conversion, if not better. It\'s certainly a better than the conversion than Virtua Fighter 3tb on the Dreamcast, to help give you an idea. So, what\'s wrong? Right now, just small graphical aspects - and I would like to emphasize the word small. Overall, the game doesn\'t look as clean as the arcade. There is a tad more aliasing and shimmering to be found, and it seems as if it\'s a result of video syncing problems, which was the reason that caused early PS2 games to have similar issues. While not as bad as earlier releases, it is a tad more noticeable when compared to the arcade. It should be noted, however, that Sega didn\'t have very good TV setups (with composite video cables), which could make the issue look worse than it really is.
The next thing that stands out is the difference in lighting. While I can\'t put my finger on the exact problem, I believe it is a combination of some lighting simply toned down, some removed, and in some cases both. In the Aquarium or the bay stage, you can tell the lighting is there, but seems toned down. Also, surrounding light sources have been removed on the roof top stage. You still have the two spotlights on the fighters, but the red light sources are nowhere to be found. In the dojo it doesn\'t even look like there is much lighting at all (and yes, I\'m taking into account there are different settings in the dojo).
Those two aspects are probably the most glaring issues, but again, they are small. It\'s more of something that you may notice, but it never really ends up being a problem at all. Smaller differences include a reduction in the quality of some textures, fewer birds flying on Pai\'s stage, and missing reflections on the Great Wall stage. Tiny things like these most people probably wouldn\'t even notice, unless they were looking for it, let alone have the actual arcade version near by to compare it with. So while they are there, it shouldn\'t be any concern at all.
On the up side, the stages look really good and as far as I can tell, nothing is missing. Wolf\'s caged arena stage has plenty of people cheering on the fight, sand and snow still deform, tiles and walls break, and so forth. That doesn\'t mean there wasn\'t anything missing, just nothing stood out. I\'ve heard a reference that some objects in the background were no longer polygon based, but in fact bitmaps. That didn\'t stand out, either. I wasn\'t looking for it at the time, but not once did I question the integrity of the backgrounds. And even though I said some textures were reduced in quality, for the most part, the game doesn\'t look to have taken much a hit in textures overall.
Likewise, the characters look great. If there was something that wasn\'t hurt in the port at all, it was the character models. They don\'t appear to have taken a hit in polygon count, texture quality, or animation. Characters with loose clothing remained to have the same moving clothing. Without comparing them side by side, I didn\'t see anything at all that was different.
Enough with the graphics, though. What is great about the port is the gameplay is just as responsive on a Dual Shock 2 as it is in the arcade. In some cases, I found myself with better precision and consistency for some moves on the pad. The game felt just a tad faster, too. If you were lucky enough to have played both the beta and the final, you would know that the final was slowed down a bit. This version feels somewhere in between the two in speed. The difference in speed between the beta and final wasn\'t too significant, but something you could notice with timing on certain things. As far as the gameplay being intact, I can\'t say at this time if everything works yet based on the limited amount of time to be had on the PS2 version. It should be noted that from the arcade to home conversion of VF3tb, there were some small gameplay differences that could be noticed at a higher level of play.
Like a good journalist should do (Editor\'s Note: Ha ha ha ha!), taking a look at all the options and modes would be a must. Unfortunately, I was a gamer while checking out VF4, and simply played it all night, and never got to some of the other aspects. What I did check out was the arcade and versus mode. In the beta version, there was an option for the hard drive installation, but we were told this was to be removed from the final. It wasn\'t clear if they just meant for the US version, since we had a Japanese beta. Load times, as it stands, are about four seconds in between matches. At the end of each match, you have the ability to save your replay so that you can view them whenever you like.
While the game is due out in three weeks in Japan, this version is probably several weeks older. But from what we\'ve seen so far, the game is shaping up nicely. If they can fix the sync problem (if that\'s what is causing the increased shimmering and aliasing), then the game could look almost indistinguishable from the arcade. This was really the only part that let me down a bit about the port. Even if it isn\'t resolved by release, the game is still great and it shouldn\'t be a reason to put it off. After a few minutes, the shock wears off and you are left with one of the best fighters out there. After twenty minutes, I was so into fighting that I didn\'t care about any of the small nitpicks. By the end of the night I didn’t want to go, and had nothing but a craving to play more for the rest of the night.
Without a doubt, come three weeks, I will definitely be picking up and playing Virtua Fighter 4.
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Does anybody knows the spec of the Noami 2?
I would like to compare it to ps2.
I think why arcade cost thousand of dollars is because they have lots of RAM memory. That\'s why load time is not a problem. When port to console, developers have to tweaked here and there to reduce load time to home consoles. Like the psOne, the when port from system 11 which have more RAM, the games doesn\'t have that good texture and developed have to tweaked a little to reduce load time. The psOne have only 1 mb of main ram. Developer did astounding job tweaking it. Not to mention that the CD only runs at 2x times. System 11 probably runs at a faster CD speed.
PS2 shouldn\'t be a problem considering that it have 32 mb of main ram. But I guess Noami 2 have more? But if load time is a problem, I guess the hard drive should do the trick. I think why there are jaggies in ps2 version is because of VRAM limitation, it only has 4 mb. even Sega DC have twice that much. I believe the Noami Board 2 have much more. For some reason, the light source look better on the arcade version. ps2 can do lot of light sources, i wonder what the problem.
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Know-it-all, the load times aren\'t the problem with porting games from the arcade to a console. The main problems come from the arcade having a lot more of pretty much everything. The Naomi II has a lot more texture RAM (I think 64 mb, but I\'m not sure). It can also support 10 lights through the hardware, while the PS2 only supports 1 through the hardware and the rest have to be done through the software.
There is still about 20 days until the Japanese release, and about 2 months until the US release. I just hope that the developers work on the little problems that have been mention by the reviews, like shimmering and jaggies.
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naomi 2 is less powerfull than ps2 in terms of polygons but better in texture and lighting. I\'m not bothered to dig up its specs, its somewhere in the IGN archive.
The pics looks like **** IMO, but then agin Ive seen better pics which looks amazing
vf4 is gonna own :cool:
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Originally posted by Ginko
How did the Arcade Board 246 get into this? Isn\'t VF 4 on the Naomi 2?
Okay, whatever...fact is that I\'m still a little disappointed as I said earlier. Maybe it\'s just the crap pics or my expectations were set to high for PS2 to deliver...;)
Isn\'t the 246 board the PS2 arcade board, which is what I assumed it was running on.
if not then I\'m mis informed.
and my point was that if it was running on the 246 board then a 100% PORT SHOULD NEVER BE EXPECTED CAUSE IT WOULDN\'T BE POSSIBLE
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Originally posted by Metal_Gear_Ray
naomi 2 is less powerfull than ps2 in terms of polygons but better in texture and lighting. I\'m not bothered to dig up its specs, its somewhere in the IGN archive.
The pics looks like **** IMO, but then agin Ive seen better pics which looks amazing
vf4 is gonna own :cool:
Wow, like gamecube can do less polygon counts but better in texture?
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Originally posted by Ginko
It\'s somewhat disappointing that the PS2 couldn\'t handel VF4 perfectly. It\'s still going to kick ass!! Is the game still exclusive to PS2, if it\'s not I bet I know of a system up to the task of a better than arcade port...
no flaming please:D
well...you\'re not so far from the truth :)...I think the next VF will be on the XBox...and we all know what AM2 could do with this new hardware...
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Originally posted by know-it-all-wanna-be
Does anybody knows the spec of the Noami 2?
I would like to compare it to ps2.
I think why arcade cost thousand of dollars is because they have lots of RAM memory...
CPU
CPU: 200 MHz Hitachi SH-4 (SH7091)
CPU Memory: 32 MBytes (100 MHz SDRAM)
CPU Memory Data Path: 64-bits
Memory Bandwidth: (800 MBytes/sec)
Geometry Co-processor
Geometry Co-processor: VideoLogic custom transformation & lighting (T&L) chip (Code named: ELAN)
Clock Rate: 100 MHz
Sustained Polygonal and Lighting Rate: 10 million polygons/sec with 6 light sources!
Supported Lights: Ambient, parallel, point and spot
Vertex Support: Combined dynamic and static model processing
Geometry Memory: 32 MBytes
External Memory Data Path: unknown
Memory Bandwidth: unknown
Graphics Processing Unit (x2)
GPU: Two PowerVR2 (CLX2)
Pixel Fill-Rate: 200 MPixels/sec (400 MPixels/sec to 600 MPixels/sec due to infinite plane architecture assuming depth overdraw complexity of 2 to 3 layers)
Graphics Memory: 2 x 32 MB (100 MHz SDRAM)
External Data Path: 64-bits per GPU (128-bits total)
Memory Bandwidth: 800 MB/sec per GPU (1.6 GB/sec total)
Graphic Effects: Polygons/strips/fans engine, 16-bit and 24-bit color, multiple fog modes, super sampling for full scene anti-aliasing, specular highlighting, texture filtering: bilinear, trilinear, anistropic, MIP mapping, bump mapping, perspective correction, 8-bit alpha blending (256 levels of transparency), ARGB gouraud shading, general modifier volumes (GMV) for such effects as shadows, light, transpararency, etc.
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Geometry Coprocessor
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Naomi 2 has a dedicated geometry coprocessor to handle transformations and lighting which is rated at 10 million polygons per second with 6 light sources. Note that the T&L processor is not limited to 6 lights, as a maximum of 16 lights per polygon can be achieved, but with a reduction in the polygon rate. The geometry chip will offload all T&L calculations previously performed by the 128-bit matrix math unit on the SH-4. The SH-4 will now be free to devote more of its resources for physics, artificial intelligence, collision detection and overall game code. The hardware T&L unit features combined dynamic and static model processing, and multiple light type support (ambient, parallel, point and spot).
Almost all T&L processors on the market never state what their polygon rate is with the number of light sources present per polygon, and the reason why, is because the polygon rate goes way down with more light sources, with the current T&L processors on the market. T&L should always be rated with number of polygons with number of light sources present. Note: the lighting information for a polygon does not have to be related to a light source, as light information can also be used to make an object look more realistic. Like trying to make plastic look like plastic in a game.
Dual Graphics Chips
Two PowerVR2 (CLX2) GPU\'s with 32 MB of memory each, which is twice the amount that the PVR2 GPU had on the Naomi 1 board. Each chip renders half the screen (rectangular, stripes, and checker board options), so game textures have to be repeated in both local memory pools, but the display list (infinite plane) data covers only the area of the screen that each GPU has to render.
http://www.segatech.com/arcade/naomi2/index.html
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Originally posted by Terry Bogard
Ah yes, the DOA3 gameplay destroyer. This game is worthy of the Best fighting game ever, just by reading the impressions. This game is going to rock the house. Bring on that deep gameplay that puts the DOA\'s crap gameplay to shame. NOTHING can stack up to this game IMO. This is one to keep an eye on.
Terry Bogard You will go far as you have impressed me :)
let me introduce myself ... i am ooseven PSX2central Mod and leader of the Scottish Club for DOA bashing !
Ah a Fellow Dead or Alive HaTER ........
yes i like you hate DOA, for its piss poor gameplay and its newbie button bashing WIN system , where just about every combo can be unlocked by just any brain dead simpleton.
VF Games have the hallmark of rock solid gameplay , great combos and also the added fun of knocking your enemy out of the ring with just your hands and feet.
also note to Ginko
the article did say that its not FInished yet and that version was the first playable demo open to the Press and indeed the public ;)
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wow, the specs is also the same as ps2 in most part. Some other parts, like that it can do multi layer texture and up to 6 light sources in 10 million polygon is cool! So, it has 32 MB of RAM like the ps2. I think the Naomi board can extend it to more MB if needed. Only thing that ps2 has that Naomi doesn\'t is the V RAM. ps2 has 4 mb of VRAM. Naomi? I dunno.