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Author Topic: BurnOut for ps2 pulling 13mil pps!!!!  (Read 2171 times)

Offline BizioEE

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BurnOut for ps2 pulling 13mil pps!!!!
« Reply #15 on: September 07, 2001, 12:05:48 AM »
Quote
Originally posted by Jumpman

13mpps is not that powerful. First generation Xbox and NGC games are already push more than that.


well...we should look at the amount of polys in regard to the console...so 13mpps in a PS2 second-gen-game is great :)...
...3-4mpps in a DreamCast game is Great...etc...

...but again...if we look at power as an absolute term...you\'re right :)
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Offline datamage
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BurnOut for ps2 pulling 13mil pps!!!!
« Reply #16 on: September 07, 2001, 02:29:54 AM »
Quote
13mpps is not that powerful. First generation Xbox and NGC games are already push more than that.


Rogue Leader is the only supposed game to be pushing near or above that number, but I haven\'t read about any X-box game pushing those numbers...  do you know which ones they are?

/ dm /

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BurnOut for ps2 pulling 13mil pps!!!!
« Reply #17 on: September 07, 2001, 03:03:57 AM »
Quote
Originally posted by datamage


Rogue Leader is the only supposed game to be pushing near or above that number, but I haven\'t read about any X-box game pushing those numbers...  do you know which ones they are?

/ dm /

I assume Halo, PG, and DOA3 are pushing somewhere near those numbers. I can\'t say for sure though, but they all look mighty fine.

Offline rastalant
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BurnOut for ps2 pulling 13mil pps!!!!
« Reply #18 on: September 07, 2001, 07:50:53 AM »
Burnout does look good to me though.  Thats just amazing 13 mps at 60fps which imo is very impressives.  Just imagine what 4th gen ps2 games will be pushing?:thepimp: :thepimp: :thepimp:
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Offline Toxical
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BurnOut for ps2 pulling 13mil pps!!!!
« Reply #19 on: September 07, 2001, 09:57:04 AM »
This game looks ok,

But this quote is misleading.


I think they’ve got ten cars on-screen like Gran Turismo, " continued Alex, shifting up a gear. "You can have a lot more polygons if you’ve got fewer cars. We haven’t, we’re tracking 305 cars on the course at any one time. It peaks at 13 million (polygons per second) and locks at sixty frames. So we’re throwing around a lot of poly power


Tracking is not comparable to giving each car AI. It means the game engine knows where each car is in the virtual world. :rolleyes:  Hope I’m wrong, but it smells of hype.


305 cars? WTF? They are tracking 305 cars, while
GT3 has a handful? Gimme a break, either they are on crack and  hyping their game, or the PS2 is the most powerful piece of hardware on the planet. So that is why the PS2 can launch intercontinental ballistic missiles, riiiggghhhht. ;)

Offline CygnusXI
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BurnOut for ps2 pulling 13mil pps!!!!
« Reply #20 on: September 07, 2001, 10:27:27 AM »
To expand on what Teir said:

On a typical car game that does damaging a normal/undamaged fender is "replaced" by one that takes damage. For example, you drive with one computer fender, hit a wall/car and the normal fender is then replaced with a predetermined damaged fender.

Numbers used below are for eplanation purposes only!

Using the above method the cars fenders could have VERY few polygons. Maybe 20 or so. So the entire model of the car has a low to mid poly count, say 3,000.

Now, what this game does is soooo much more awesome, and that is why the poly count is not as noticable as some here have said.

The damage is all real.

The "normal" body parts of the cars are composed of LOTS of poly\'s. Say a typical fender would be 20 poly\'s, this game would have 120. All of the surface area of the fenders are broken up into tiny polygons, that way when you crash the fenders will crumble and bend at the seams of the tiny polygons... COOL HUH!!

Other racers would just replace the fender with a premade damaged one. See:)
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Offline IronFist
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BurnOut for ps2 pulling 13mil pps!!!!
« Reply #21 on: September 07, 2001, 11:19:54 AM »
Quote
Originally posted by Jumpman
13mpps is not that powerful. First generation Xbox and NGC games are already push more than that.

I was not referring to the polygon pushing power, I was referring to the fact that it can do the AI for 350 cars at once.  BTW, I think the PS2 will have games in the high 20s mpps before it\'s life is over.

Toxical:
Quote
Tracking is not comparable to giving each car AI. It means the game engine knows where each car is in the virtual world.  Hope I’m wrong, but it smells of hype.

I\'m not sure if I understand what you are saying.  Tracking 350 cars is easy and doesn\'t take any processing power really because the cars are automatically tracked when the data points are updated.  It sounds like they are saying that each car has it\'s own AI and is moving all the time, and if this is true, that is very impressive. :)
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Offline Toxical
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BurnOut for ps2 pulling 13mil pps!!!!
« Reply #22 on: September 07, 2001, 12:11:25 PM »
Quote
Originally posted by IronFist


Toxical:

I\'m not sure if I understand what you are saying.  Tracking 350 cars is easy and doesn\'t take any processing power really because the cars are automatically tracked when the data points are updated.  It sounds like they are saying that each car has it\'s own AI and is moving all the time, and if this is true, that is very impressive. :)



IronFist

This is what I meant,  
Why would the developer give off-screen cars AI/physics/etc...? I would figure to save processing time, they would give on-screen cars AI, while just updating the progress/position/state(bumper fell off) of off-screen cars in the Virtual world. Now it would be cool if all cars would have AI throughout all of the game, even if computer cars are not on your screen. It would be great to see computer cars with individual abilities and racing techniques/skills race each other off-screen in the same way you or I would race the computer on screen. (hope that made sense. lol )  

A game like that would be cool, even without fancy graphics. I guess I’m wary of developers hyping their creations, or maybe I’m trying to keep my hopes low in the event they lied about their game. ;)

Offline datamage
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BurnOut for ps2 pulling 13mil pps!!!!
« Reply #23 on: September 07, 2001, 01:38:03 PM »
Quote
I assume Halo, PG, and DOA3 are pushing somewhere near those numbers. I can\'t say for sure though, but they all look mighty fine.


Hmm,. I hope they aren\'t pushing that much. And I doubt that they are. That would be disappointing. I expected much more with 13mpps. Ah oh well.

/ dm /

Offline IronFist
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BurnOut for ps2 pulling 13mil pps!!!!
« Reply #24 on: September 07, 2001, 02:07:10 PM »
Quote
Originally posted by Toxical

IronFist

This is what I meant,  
Why would the developer give off-screen cars AI/physics/etc...? I would figure to save processing time, they would give on-screen cars AI, while just updating the progress/position/state(bumper fell off) of off-screen cars in the Virtual world. Now it would be cool if all cars would have AI throughout all of the game, even if computer cars are not on your screen. It would be great to see computer cars with individual abilities and racing techniques/skills race each other off-screen in the same way you or I would race the computer on screen. (hope that made sense. lol )  

A game like that would be cool, even without fancy graphics. I guess I’m wary of developers hyping their creations, or maybe I’m trying to keep my hopes low in the event they lied about their game. ;)

I agree with how you are keeping your hopes low, because I don\'t want to be disappointed either.  As long as it isn\'t noticable that they don\'t have real AI when off screen, it will still be great.  If they do have real AI when off screen though, I will be very impressed with the power of the PS2. :)
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Offline Toxical
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BurnOut for ps2 pulling 13mil pps!!!!
« Reply #25 on: September 07, 2001, 02:20:32 PM »
Quote
Originally posted by IronFist

So what do you think the cars do when they are off screen?  Do they just stop and wait until you can see them before they start moving again?


Of course not...
But keeping track of opponent cars is not the same as maintaining true AI for them.  I wish we knew for sure how they are "tracking their cars",  tracking is the key word, not AI.
I\'m sure their cars will have predefined routes that they will traverse, not routes that are generated for each individual car....
 When i play GT3, the cars are always doing the same thing every lap :snore: If those 305 cars have the same AI as GT3 has, then this is a mute topic. ;)

Offline ddaryl
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BurnOut for ps2 pulling 13mil pps!!!!
« Reply #26 on: September 07, 2001, 02:45:17 PM »
the 305 cars are only beig tracked and are doing pre determined routes but this is still an impessive feat none the less

The game is based on racing through city traffic and such so complicated AI is not really needed. The AI would come from opponents cars. How many of those there are is the question, but I assume that the majority of these 305 cars are running regular traffic routes

I\'m also sure all these cars have crash physics which will be cool



Offline Toxical
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« Reply #27 on: September 07, 2001, 02:48:37 PM »
Quote
Originally posted by ddaryl
the 305 cars are only beig tracked and are doing pre determined routes but this is still an impessive feat none the less

The game is based on racing through city traffic and such so complicated AI is not really needed. The AI would come from opponents cars. How many of those there are is the question, but I assume that the majority of these 305 cars are running regular traffic routes

I\'m also sure all these cars have crash physics which will be cool




True, with 305 cars it does make a nice environment to race in,
I would be happy with TMB like graphics, and i hope the environments/tracks are just a cool/and big. ;)

Offline ChocoboSquared
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BurnOut for ps2 pulling 13mil pps!!!!
« Reply #28 on: September 07, 2001, 04:28:40 PM »
Doa 3 pushes 7--9 mpps from what i hear.  Dunno bout Halo and PG.  Nightcaster or whatever that thing was called is said to push 21 mpps though.  But i think it looks ****ty
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Offline Docwiz
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BurnOut for ps2 pulling 13mil pps!!!!
« Reply #29 on: September 08, 2001, 10:43:49 PM »
7-9 MPPS for DOA3?  wow thats great because it looks better than all PS2 games combined.  I can\'t wait to see 40 million polygons per second... :)
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