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Author Topic: NEW GAMECUBE & Xbox INTERVIEW!!!!! AS OF WED. DEC. 28!!!!!!  (Read 11124 times)

Offline §ôµÏG®ïñD

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« Reply #30 on: January 01, 2001, 02:27:04 PM »
Quote
Originally posted by Jumpman
I\'m not denying anything.I\'m just saying NGC CAN do 6-12 mpps with 8 hardware lights.That is the official number from Nintendo themselves.10mmps with eight hardware lights can and will be done.


JM man.. You should know that FIRST party developers always hype there SPECS UP MAN. Its REAL WORLD rendering that tells us what a system can do.

I don\'t believe what sony, MS, Nintendo or sega say that there systems can render anymore. I believe the DEVELOPERS that make the games on it. 3rd partie not first.
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« Reply #31 on: January 01, 2001, 02:41:16 PM »
Quote
Originally posted by §ôµÏG®ïñD
Quote
Originally posted by Jumpman
I\'m not denying anything.I\'m just saying NGC CAN do 6-12 mpps with 8 hardware lights.That is the official number from Nintendo themselves.10mmps with eight hardware lights can and will be done.


JM man.. You should know that FIRST party developers always hype there SPECS UP MAN. Its REAL WORLD rendering that tells us what a system can do.

I don\'t believe what sony, MS, Nintendo or sega say that there systems can render anymore. I believe the DEVELOPERS that make the games on it. 3rd partie not first. [/B]

Why?Just because Sony and Microsoft hyped up their systems doesn\'t mean Nintendo is lying about their specs.Sure its possible but why would they lie about the 6-12 million number?They even said they wern\'t gonna give bogus, unrealistic numbers like Microsoft and Sony(300 and 66million...).I don\'t believe everything Nintendo says but "the car demo" at spaceworld pushed 9mpps with all effects.Look at the REBIRTH demo too,most beautiful realtime movie I ever saw.It went well over 5mpps with eight hardware lights.Nintendo isn\'t hyping their system at all.If they were then we would actually know what games were coming out for it...

Offline ChocoboSquared
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« Reply #32 on: January 01, 2001, 03:16:49 PM »
thats what nintendo says...
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Offline Kituka
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« Reply #33 on: January 01, 2001, 04:32:06 PM »
I\'ll be getting a PS2, as I\'ve said in my previous posts. I\'ll also be getting a NGC. I go all over the net, to forums, chats, etc. and somewhere in that mess I heard that Factor 5 is already pushing 25 million polygons in-game (HW x4)- perhaps with Thornado? Couldn\'t tell you where I heard it under threat of death, but I did.

Folks, for me, it really doesn\'t matter. Like I\'ve said, do we REALLY NEED better graphics than MGS2\'s? With physics (for the rain, the human bodies, the guns, etc.) so good, and with graphics only thought a dream a couple years ago, I don\'t need it any better than that.

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« Reply #34 on: January 01, 2001, 04:53:52 PM »
Quote
Originally posted by Jumpman
I\'m not denying anything.I\'m just saying NGC CAN do 6-12 mpps with 8 hardware lights.That is the official number from Nintendo themselves.10mmps with eight hardware lights can and will be done.


actually it says this on the nintendo site:

Quote
Actual Display Capability -

6 million to 12 million polygons/second (Display capability assuming actual game with complexity model, texture, etc.)


so get your facts straight.

but, in all honesty, those EA benches were with 8 lights. It doesn\'t specify it spefically, but if you read the article you will see that later on they show a spec with 4 lights, and it is higher. So it\'s just assumed that "all other effects" was using 8 lights.

here\'s what it said later in the article:

Quote

Gamecube development hardware running at least four hardware lights and other effects with impressive results of approximately 17 million polygons per second.


of course, they are being a bit misleading. The way they word that makes it sound as gc can do 17 mpps with 4 lights and 8 textures/pixel. But, if you read the forum post that ign got their info from you will see that this isn\'t the case:

Quote

All effects on: (everything) slightly above 5 million polygons.

4 effects on texture + all other effects on: 14 million.

4 effects + 4 HWlights + all other effects:
Between 16 and 17 million, closer to 17 million


but I also don\'t agree with the wording of those benchmarks. I hate the term "all effects".

Here\'s a little post I wrote in a different forum about the term "all effects", as applied to gamecube.

Quote

here\'s the list of gc effects (well, some are effects).

Fog - I know this is simple. Can\'t possibly affect performance very much.

Subpixel Anti-aliasing - xbox can do AA with little or no hit, i doubt this affects performance very much.

HW Light x8 - Ok, this is an obvious performance killer.

Alpha Blending - I could be wrong, but I\'m pretty sure this is fairly simple and won\'t hinder performance.

Virtual Texture Design - Just a way of streaming textures or something, right? Can\'t possibly negatively affect performance

Multi-texture Mapping - This one could obviously hinder performance, as we see in the drop going from 4 to 8 textures in the EA specs.

Bump/Environment Mapping - I don\'t know a whole lot about these, but I\'m pretty sure they could also be pretty hard on performance.

MIPMAP - this is just AA for textures, no biggie right?

Bilinear Filtering - so is this.

Real-time Texture Decompression (S3TC), etc. - This obviously can\'t hurt performance.

ok, so out of that big list we are left with 4 things that could seriously affect performance. We have the obvious ones: hardware lights and multi-texturing, which are finitely given in the EA specs (well the lights aren\'t, but I guess we are going to assume they are local). So that leaves us with bump and environment mapping, which also leaves us with a question.

how much?

I mean, were all of the surfaces bump mapped? or what?

aren\'t there also different kinds and ways of doing bump and environment mapping? wouldn\'t that also make a difference?

so how are we to know how these effects would\'ve affected the performance of the EA benchs?

all effects turns into 4 effects that actually matter....kinda interesting...goes to show how subjective things can be...


ok, moving on......

factor 5.

They are Nintendo\'s *****es, nothing but.

Do any others in here remember Julian saying he would eat a broom if xbox could do the gc rs2 demo that factor 5 made?

He also said that demo only used about 50% of gc\'s power.

So, at that time he was saying xbox was less than 50% as powerful as gc.

Quote

our prediction is that if Microsoft delivers what it promises, you almost won\'t be able to tell the difference between the two machines.


well lookie here, he seems to have changed his tune.

He was obviously bull****ting before; he admits that (essentially). So why should we believe him now?

Then there is the little fact that factor 5 is developing the sound tools for gamecube...and seems to only develop games for nintendo...I\'d say that makes them just a tiny bit biased toward gc.

It\'s obvious now that Nintendo isn\'t going to release any finite numbers that actually allow you to contrive the performance of flipper, so I guess we\'re all going to have to wait till e3, at which point we will storm the nintendo booth and beat peter main over the head with a baseball bat while screaming "GIMME SOME ****ING VERTEX THROUGHPUT NUMBERS YOU STUPID BASTARD!".




Offline Trintius
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« Reply #35 on: January 01, 2001, 05:37:51 PM »
Quote
Originally posted by drcrumble
of course, they are being a bit misleading. The way they word that makes it sound as gc can do 17 mpps with 4 lights and 8 textures/pixel. But, if you read the forum post that ign got their info from you will see that this isn\'t the case:

--------------------------------------------------------------------------------
All effects on: (everything) slightly above 5 million polygons.

4 effects on texture + all other effects on: 14 million.

4 effects + 4 HWlights + all other effects:
Between 16 and 17 million, closer to 17 million
--------------------------------------------------------------------------------


What the hell are you on about crumble, EA have simple recieved dev tools and benchmarked Gamecube immediatly, with no time at all to optimise the program code and these are the numbers, pretty fu[/i]cking good i\'d say. The 10 Million PPS figure for all effects comes from close 2nd party developers for Nintendo, those figures are achieved with optimised code, I trust you know what that is.

Quote
Originally posted by drcrumble
ok, moving on......

factor 5.

They are Nintendo\'s *****es, nothing but.

Do any others in here remember Julian saying he would eat a broom if xbox could do the gc rs2 demo that factor 5 made?

He also said that demo only used about 50% of gc\'s power.

So, at that time he was saying xbox was less than 50% as powerful as gc.


At the time (as well as now) XDK\'s consisted of a Pentium 3 733 and a GeForce 2 GTS, RS2 ran at 60 frames per second on Gamecube and ran at 12 frames per second on the XDK, much more then 50% more powerful. Julian never once said Gamecube was 50% more powerful then X-Box but in his \'eat broom\' comment he indicated he would be suprised if XBox could match the RS2 demo, his comment still stands.

Quote
Originally posted by drcrumble
well lookie here, he seems to have changed his tune.

He was obviously bull****ting before; he admits that (essentially). So why should we believe him now?


He was speaking on a german message board before in which his posts were deleted soon afterwards, his latest comments were offical comments made to IGN, quite a difference.

Quote
Originally posted by drcrumble
It\'s obvious now that Nintendo isn\'t going to release any finite numbers that actually allow you to contrive the performance of flipper, so I guess we\'re all going to have to wait till e3, at which point we will storm the nintendo booth and beat peter main over the head with a baseball bat while screaming "GIMME SOME ****ING VERTEX THROUGHPUT NUMBERS YOU STUPID BASTARD!".


Useless throughput polygon numbers that you love so much are around 90 Million, this has been confirmed by Matt Cassamina (sp.) numerous times.

I suggest you get a capable argument next time drcrumble, i\'ve rebutted tripe like this plenty of times in the past and im sure i\'ll find myself doing it again in the future, the one thing that always beats me is pure ignorance, I hope your last ignorant post isn\'t indicative of your attitude. Ignorance simply flows like wine here in PSX2Central.

Offline raitl
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« Reply #36 on: January 01, 2001, 06:07:47 PM »
"The ps2 does more polygons with full effects.. "-soulgrind

This is invalid point to use against gcn\'s.  First off, the psx2 has less effects, only 1 hardware light(i think), while the gcn does 8 hardware light(psx2 can\'t do that), much more effects.  So, if the psx2 could do all the effects the gcn can, i believe the the polygons would be really low, much lower than gcn.  

Lets say the gcn doesn\'t want to do 8 hardware light ect, instead only 1 hardware light and full effects, it would double psx2 in terms of polygons.

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« Reply #37 on: January 01, 2001, 06:24:26 PM »
Quote
Originally posted by raitl
"The ps2 does more polygons with full effects.. "-soulgrind

This is invalid point to use against gcn\'s.  First off, the psx2 has less effects, only 1 hardware light(i think), while the gcn does 8 hardware light(psx2 can\'t do that), much more effects.  So, if the psx2 could do all the effects the gcn can, i believe the the polygons would be really low, much lower than gcn.  

Lets say the gcn doesn\'t want to do 8 hardware light ect, instead only 1 hardware light and full effects, it would double psx2 in terms of polygons.
 


uh raitl, soulgrind did mention that when I asked him.
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Offline nO-One

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« Reply #38 on: January 01, 2001, 06:28:37 PM »
Umm Trin you pointed out the XDK had a GF.2 GTS well that is an NV.15 chip we have yet to see the NV.20 and the X-Box will contain an NV.25 chip.
So the GPU on the X-Box will be far more powerful than the NGC\'s GPU.
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« Reply #39 on: January 01, 2001, 06:33:19 PM »
oic

Offline Trintius
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« Reply #40 on: January 01, 2001, 06:58:36 PM »
Quote
Originally posted by Soulgrind
The ps2 does more polygons with full effects


That\'s why GT3 and Ridge Racer 5 push no more then 3 Million PPS, ok sure :rolleyes:

Quote
Originally posted by nO-One
Umm Trin you pointed out the XDK had a GF.2 GTS well that is an NV.15 chip we have yet to see the NV.20 and the X-Box will contain an NV.25 chip.
So the GPU on the X-Box will be far more powerful than the NGC\'s GPU.


Firstly the X-Box contains the NV2A which is simply an enhanced version of the NV20, secondly are you suggesting the NV2A is going to be 5 times more powerful then the NV15 aka GeForce 2 which it will need to be to even compete with \'Flipper\'.

Your \'X-Box will be far more powerful than the NGC\'s GPU\' is absolutly bullsh[/i]it\', by all means ask me why when I could be bothered explaining it to a 12 year old.

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« Reply #41 on: January 01, 2001, 09:12:01 PM »
Quote

What the hell are you on about crumble, EA have simple recieved dev tools and benchmarked Gamecube immediatly, with no time at all to optimise the program code and these are the numbers, pretty ****ing good i\'d say. The 10 Million PPS figure for all effects comes from close 2nd party developers for Nintendo, those figures are achieved with optimised code, I trust you know what that is.


lol.

what 10 mpps figure? Oh yes, the one you just pulled out of your ass.

I trust you know what portable code is.

In all likelihood the benchmark EA was using was a simple one (probably something like this: http://www.nvidia.com/Marketing/Developer/DevRel.nsf/pages/6D06759A6B04E7008825691C0071B29D), and they probably already had the source code to the benchmark in GLUT opengl format.

That gives them around a week to optimize the code (pretty easy assuming they know opengl, which every 3d graphics programmer has probably learned at some point), then bench it.

actual time with the console is less of an issue when you consider that this a benchmark (not a game), and that they probably already had the source for it.

Quote

At the time (as well as now) XDK\'s consisted of a Pentium 3 733 and a GeForce 2 GTS, RS2 ran at 60 frames per second on Gamecube and ran at 12 frames per second on the XDK, much more then 50% more powerful. Julian never once said Gamecube was 50% more powerful then X-Box but in his \'eat broom\' comment he indicated he would be suprised if XBox could match the RS2 demo, his comment still stands.


lol, listen.

he said this:

Quote

Both [ demos ] run in real time on the gamecube and uses approx. 50% of the hardware


then he said this

Quote

if the Xbox can create that, I will eat a broom.


put two and two together....

he says the demo uses 50% of the gc hardware, and says xbox isn\'t capable of it, so therefore ::drumroll:: he is saying xbox is less than 50% as powerful as gamecube.

aparently you agree with him...lol

Quote

He was speaking on a german message board before in which his posts were deleted soon afterwards, his latest comments were offical comments made to IGN, quite a difference.


There is some truth to that, but I doubt he would hold back saying gc is better if he really wanted to. In a recent interview with igncube a member of factor 5 proclaimed gc\'s audio as better than xbox\'s, so I see no reason for Julian not to proclaim gc\'s graphics as superior.

His posts were deleted because he got into trouble with Nintendo. I doubt he is going to get into trouble with Nintendo if he says gc has better graphics than xbox.

You would think he may be worried about getting in trouble with microsoft, but that hasn\'t stopped him from constanty hinting toward gc superior in the past, and that didn\'t stop factor 5 director of technology Thomas Engel from proclaiming gc sound superior to xbox\'s, and that doesn\'t stop Julian from constantly putting a pro-gc spin on everything he discusses.

case in point - ram:

Quote

Yes. Absolutely. We can\'t really complain about any aspect. Oh yeah, of course we could complain that the RAM could be bigger, but you can complain about that on any and every machine under the sun. I mean, a good example would be, if you compared it to Xbox which has a little more RAM, Xbox\'s audio format, on the other hand, is much more memory intensive than GameCube\'s so in the end they pretty much even out once again. So far all of these systems you can always complain about the memory.


lol, a little more. He\'s kidding, right?

gamecube - 43mb

xbox - 64mb

counting the A-ram, which is really just buffer for the dvd drive, gc has 21 mb less ram than xbox. It\'s absurd to say that\'s "a little more ram"; It\'s nearly the size of gc\'s entire main ram.

Then, lol, he says xbox\'s audio format is memory intensive, so that makes up fot it. I\'m not exactly sure if that\'s true (I doubt it), but I kinda doubt the xbox is going to use 21mb for sound. Like I just said, that\'s the size of all of gc\'s main memory.

That\'s just one of the many examples of Julian spinning every situation in favor of gc.

I really doubt he would hold back saying the gc has much better graphics, unless of course he knew he was going to be proven wrong very soon.

[Edited by drcrumble on 01-02-2001 at 12:18 AM]

Offline know-it-all-wanna-be
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« Reply #42 on: January 01, 2001, 09:49:05 PM »
just put it this way, the gamecube is like a modern pc ( i am talking about porformance here) while ps2 power is 2 years ahead of any top of the line pc graphic chips.  the ps2 emotion engine is capable of doing things which i doubt that gc can do (maybe for software only) like heat, realistic hair flow, and you know metal gear solid 2 show you everything.  +when bullets hit, newspaper flying and leaves fall down from trees.  Very, very detail.  gamecube is a texture munching and they use compression...which have it pros and cons...who says texture is better than polygons is eating too much crap.  looks, if texture is harder to done, then how much most high end graphic chips for pc have a lots of vram.  likes 32 mb of vram or 64 mb of vram...while ps2 have only 4.  but they high end graphic chips still couldn\'t beat ps2 in polygons. nintendo pleaded for help by asking ibm and ibm only makes texture compression for them i believe and 16 meg of s3t thing whatever it is.  polygons count means detail.  soulgrind is right, alpha blending is what makes it colorful and eye candy while texture just blur the things out.  if the ps2 have more vram, say 16 mb.  then it will outperform the lunchcube.  it easy to added more ram like add on while polygons is harder to make on a small chip that can calculate so high.  see, most graphic chips have high meg of ram for texture and high resolution while ps2 have low vram but high polygon counts.  so far, no graphic chips have outperform ps2 polygons count but only outperform mb of vram...meaning its harder to makes more polygons than adding more vram.  in fact, ps2 is so powerful, calculating 75 millions pps, that Iraq bought 4000 units of it and only 12-15 ps2 togethers can make a pilotless aircraft.
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« Reply #43 on: January 01, 2001, 10:04:13 PM »
Quote
just put it this way, the gamecube is like a modern pc ( i am talking about porformance here) while ps2 power is 2 years ahead of any top of the line pc graphic chips.

Its the other way around here.You cannot keep denying the fact that GameCube is more powerful than PS2.

Quote
the ps2 emotion engine is capable of doing things which i doubt that gc can do (maybe for software only) like heat, realistic hair flow, and you know metal gear solid 2 show you everything. +when bullets hit, newspaper flying and leaves fall down from trees. Very, very detail.

ROLFMAO!NGC can do everything the PS2 can do,and do things that the PS2 can\'t do.Leaves?Check out the Rebirth demo. You\'ll see what I\'m talking about.Lighting,realistic rain forest movements...gorgeous.:) GameCube is capable of better graphics,its already been proven with EA\'s test. 17mmpps with 4 hardware lights?Look a SG post,even he can admit it.

Quote
who says texture is better than polygons is eating too much crap. looks, if texture is harder to done, then how much most high end graphic chips for pc have a lots of vram. likes 32 mb of vram or 64 mb of vram...while ps2 have only 4. but they high end graphic chips still couldn\'t beat ps2 in polygons. nintendo pleaded for help by asking ibm and ibm only makes texture compression for them i believe and 16 meg of s3t thing whatever it is. polygons count means detail. soulgrind is right, alpha blending is what makes it colorful and eye candy while texture just blur the things out. if the ps2 have more vram, say 16 mb. then it will outperform the lunchcube. it easy to added more ram like add on while polygons is harder to make on a small chip that can calculate so high. see, most graphic chips have high meg of ram for texture and high resolution while ps2 have low vram but high polygon counts. so far, no graphic chips have outperform ps2 polygons count but only outperform mb of vram...meaning its harder to makes more polygons than adding more vram. in fact, ps2 is so powerful, calculating 75 millions pps, that Iraq bought 4000 units of it and only 12-15 ps2 togethers can make a pilotless aircraft

What a bunch of garbage.You have no evidence that PS2 is more powerful than GameCube.NOTHING.I suggest you try harder to try and find some but there really isn\'t any out there.




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« Reply #44 on: January 01, 2001, 11:01:55 PM »
I\'ve never had too quote myself. But for the BLIND people like trin and raitl.


This is what i SAID.
Quote

no.. the ps2 does 1 light with 15-25 million polys a sec

the GC does four lights with all effects on rendering around 14 million pps. So the gamecube is more powerful..

Really its up and down. The ps2 does more polygons with full effects..
But the Gamecube does more effects with less polygons.


Please READ my words probley. i said Ps2 renders 1 light full effects at 15-25 mpps.

the gamecube renders. 4 LIGHTS, Full effects at 14mpps.

But it renders LESS polygons when it uses more lights.

Do u UNDERSTAND That trin and raitl
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