|
||
|
|
|||||||
| Welcome to the Exploding Garrmondo Weiner Interactive Swiss Army Penis. |
|
GFF is a community of gaming and music enthusiasts. We have a team of dedicated moderators, constant member-organized activities, and plenty of custom features, including our unique journal system. If this is your first visit, be sure to check out the FAQ or our GFWiki. You will have to register before you can post. Membership is completely free (and gets rid of the pesky advertisement unit underneath this message).
|
![]() |
|
|
Thread Tools |
I'm just going to take a guess here, but I bet those screens aren't actually shots from the PS3 engine. The shots in the original PDF match the PSPs screen resolution exactly. Maybe development started on the PSP then was moved to the PS3?
Also developing games on the PS3 isn't any more expensive than on the other platforms. Yes, cutting edge AAA tiles run in the millions. But these smaller developers have so many development tools available that they should be able to make a game visually on par with many other PS3 titles with a budget similar to say a Wii or even a PS2 game. It really should not cost NIS much more to step up to the next/current/whatever generation with reasonable results. Jam it back in, in the dark.
|
And while 2D sprite games might not tax the processing power of the PS2, they do have tremendous memory bandwidth and memory storage requirements. Most of the NIS and GUST games are already maxing out the available bandwidth and memory and you can see the result of that from the load hitching present in a lot of their games. The PS3 will allow NIS to develop bigger levels with more enemies on screen. We might see less enemy cloning and more sprite variety as well since the PS3 has so much more memory than the PS2 had. I wouldn't be so quick to conclude this game could be done on the PS2 just from a few early screenshots. There's nowhere I can't reach.
|
More than anything it sounds like people are upset over having to buy a new console. Well its going to happen eventually so now is a good as time as any. This thing is sticky, and I don't like it. I don't appreciate it.
Last edited by Cetra; Jul 19, 2007 at 08:20 PM.
|
I am a dolphin, do you want me on your body?
|
Having the memory space to load multiple sprites for a single character is another possibility and an obvious gameplay element. Consider the possibility of a multi-class job that can change abilities on the fly. Each class for the single job will have a different sprite set. You'd have to load each of those sprite sets into memory for a single character. Multi-trigger levels is again another possibility where you can afford the memory budget of loading cloned levels of slightly different variations. This allows for more real-time dynamic triggering of events within a map. These are just examples as I could keep going on and on with the possibilities that open up simply having more memory to work with. I really don't know if NIS actually plans on making use of the PS3 hardware but I'm just trying to point out that even though the PS2 isn't graphically limiting Disgaea, there are many other elements that are being limited by the PS2 hardware. I was speaking idiomatically.
|
With the amount of on-screen characters the amount of required memory is likely above what the PS2 and PSP has. Possiblly also above what the Wii has as well but I'm just rough guessing based on what I know about PS2 and PSP Disgaea resource requirements.
But don't anyone that because if it doesn't have life-like textures, bloom and subsurface light scattering then it could be done by any past generation machine. But I really can't defend NIS on their sprite quality for this game. They are just upscaling SD resolution sprites to HD resolutions and apply a filter. That is highly disappointing. What kind of toxic man-thing is happening now?
Last edited by Cetra; Nov 9, 2007 at 06:59 PM.
|
All kinds of news today. Announced for a US release in August. Good to see NIS America has a PS3 license now.
How ya doing, buddy?
|