If graphics are this good before launch (MGS3)

#1frogman_295Posted 6/25/2010 10:22:44 PM
I can only imagine how good they will be in 3-5 years. *looks at PSP Metal Gear Acid vs. MGS: PW*
I think this may be 1.5 times as powerful as the GCN. 0=
#2Ki_cat_Posted 6/25/2010 10:44:24 PM
Most tech demos show off the technology. Look at the FF 7 Tech Demo. Do you see many Ps3 games looking so good? It's hard to say but not every game will look as nice as MGS. Those developers have always tried hard with graphics.
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People are afraid of what they don't understand.
#3frogman_295(Topic Creator)Posted 6/25/2010 10:48:48 PM
What? So they decided not to try hard with Metal Gear: Acid?
#4Ki_cat_Posted 6/25/2010 10:52:11 PM
I don't have a PsP so I can't really judge PsP games.
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People are afraid of what they don't understand.
#5Darkriku666Posted 6/25/2010 10:58:14 PM
To be fair, instead of Acid and PW you should be comparing PO and PW
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Order of favoritism for current gen: PS3, 360, PSP / DS (I like 'em both), Wii
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#650inchLCDPosted 6/25/2010 11:47:38 PM
* MOS 65SC02 processor running at up to 4 MHz (~3.6 MHz average)
o 8-bit CPU, 16-bit address space
o Sound engine
+ 4 channel sound (Lynx II with panning)
+ 8-bit DAC for each channel (4 channels 8-bits/channel = 32 bits commonly quoted)
o Video DMA driver for liquid-crystal display
+ 4,096 color (12-bit) palette
+ 16 simultaneous colors (4 bits) from palette per scanline (more than 16 colors can be displayed by changing palettes after each scanline)
o 8 System timers (2 reserved for LCD timing, one for UART)
o Interrupt controller
o UART (for ComLynx) (fixed format 8E1, up to 62500Bd)
o 512 bytes of bootstrap and game-card loading ROM
* Suzy (16-bit custom CMOS chip running at 16 MHz)
o Graphics engine
+ Hardware drawing support
+ Unlimited number of high-speed sprites with collision detection
+ Hardware high-speed sprite scaling, distortion, and tilting effects
+ Hardware decoding of compressed sprite data
+ Hardware clipping and multi-directional scrolling
+ Variable frame rate (up to 75 frames/second)
+ 160 x 102 standard resolution (16,320 addressable pixels)
o Math co-processor
+ Hardware 16-bit 16-bit → 32-bit multiply with optional accumulation; 32-bit 16-bit → 16-bit divide
+ Parallel processing of CPU and a single multiply or a divide instruction
* RAM: 64 KB 120ns DRAM
* Storage: Cartridge - 128, 256 and 512 KB exist, up to 2 MB is possible with bank-switching logic.



* Ports:
o Headphone port (3.5 mm stereo; wired for mono on the original Lynx)
o ComLynx (multiple unit communications, serial)
* LCD Screen: 3.5" diagonal
* Battery holder (six AA) ~4-5 hours


With those specs its going to be AMAZING!
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http://www.youtube.com/user/Thereal50inchDLP -contains my Dreamcast project of putting HD vids of each US game up.
#7nonexistingheroPosted 6/26/2010 1:35:50 AM
it am baffled by the fact people always use mgs 3d as example for graphics, instead of the much better looking resident evilL revelations.
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In SA2, it's Super Sonic and Hyper Shadow.
#8KevinceKostnerPosted 6/26/2010 1:46:08 AM

From: 50inchLCD | #006
With those specs its going to be AMAZING!


Psh I'm posting from my Atari lynx using the firefox browser, its pretty nice.
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#9SragentThomPosted 6/26/2010 6:11:29 PM

From: 50inchLCD | #006
* MOS 65SC02 processor running at up to 4 MHz (~3.6 MHz average)
o 8-bit CPU, 16-bit address space
o Sound engine
+ 4 channel sound (Lynx II with panning)
+ 8-bit DAC for each channel (4 channels 8-bits/channel = 32 bits commonly quoted)
o Video DMA driver for liquid-crystal display
+ 4,096 color (12-bit) palette
+ 16 simultaneous colors (4 bits) from palette per scanline (more than 16 colors can be displayed by changing palettes after each scanline)
o 8 System timers (2 reserved for LCD timing, one for UART)
o Interrupt controller
o UART (for ComLynx) (fixed format 8E1, up to 62500Bd)
o 512 bytes of bootstrap and game-card loading ROM
* Suzy (16-bit custom CMOS chip running at 16 MHz)
o Graphics engine
+ Hardware drawing support
+ Unlimited number of high-speed sprites with collision detection
+ Hardware high-speed sprite scaling, distortion, and tilting effects
+ Hardware decoding of compressed sprite data
+ Hardware clipping and multi-directional scrolling
+ Variable frame rate (up to 75 frames/second)
+ 160 x 102 standard resolution (16,320 addressable pixels)
o Math co-processor
+ Hardware 16-bit 16-bit → 32-bit multiply with optional accumulation; 32-bit 16-bit → 16-bit divide
+ Parallel processing of CPU and a single multiply or a divide instruction
* RAM: 64 KB 120ns DRAM
* Storage: Cartridge - 128, 256 and 512 KB exist, up to 2 MB is possible with bank-switching logic.



* Ports:
o Headphone port (3.5 mm stereo; wired for mono on the original Lynx)
o ComLynx (multiple unit communications, serial)
* LCD Screen: 3.5" diagonal
* Battery holder (six AA) ~4-5 hours


With those specs its going to be AMAZING!




My god....The SNes had better specs than that with a 8-channel sound chip and a 16-bit CPU.
#10MetroidJunkiePosted 6/26/2010 6:21:21 PM
4 MHz processor? lolwut? Joke post, right? The PSP has 333 MHz.