Next Gen Consoles – Way too soon or Signs of Failure?
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Re: Next Gen Consoles – Way too soon or Signs of Failure?
Personally, I thought all three current gen consoles had at least 2 good years left, especially the Xbox and PS2. Visually it seemed like game developers were pushing the boundaries of the Xbox, PS2, even the Gamecube even further. I mean, something needs to be said for how good Resident Evil 4 looked on the Gamecube, even though the console was significatly less powerful than both the Xbox and PS2.
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Re: Next Gen Consoles – Way too soon or Signs of Failure?
i thought the gamecube had a lil more graphical power than the PS2 ?http://www.myspace.com/phillthegenesis
http://www.myspace.com/sagetheinfinite
SageTheInfinite = GOAT.Comment
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Re: Next Gen Consoles – Way too soon or Signs of Failure?
Given that only one next gen console has been released as of today, it is way too soon to pass judgment on the entire generation. While I like improved graphics as much as anyone else, I judge games based upon "fun factor", a wholly subjective measure unique to each individual.
To me (being primarily a sports gamer), next gen has not met expectations yet. I have spent much more money and had much less fun. The only game that has truly impressed me was "Oblivion", a game outside my typical interests.
I doubt the PS3 will be markedly different from the 360 with its games, so it looks like it is up to Nintendo to provide the "fun factor" shakeup for this next generation of consoles.Comment
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Re: Next Gen Consoles – Way too soon or Signs of Failure?
Gamecube:
MPU ("Microprocessor Unit")* : Custom IBM Power PC "Gekko"
Manufacturing process : 0.18 micron IBM copper wire technology
Clock frequency : 485 MHz
System Memory : 40MB
System LSI : Custom ATI/Nintendo "Flipper"
Embedded frame buffer : Approx. 2MB sustainable latency : 6.2ns (1T-SRAM)
Embedded texture cache : Approx. 1MB sustainable latency : 6.2ns (1T-SRAM)
Pixel depth : 24-bit color, 24-bit Z buffer
Image processing functions : Fog, subpixel anti-aliasing, 8 hardware lights, alpha blending, virtual texture design, multi-texturing, bump mapping, environment mapping, MIP mapping, bilinear filtering, trilinear filtering, anisotropic filtering, real-time hardware texture decompression (S3TC), real-time decompression of display list, HW 3-line deflickering filter.
PS2
CPU: 128-bit "Emotion Engine" (300MHz) with multiple co-processors
RAM: 32MB Rambus DRAM, 4MB Video RAM
Graphics: Dedicated graphics synthesizer connected to CPU via 64-bit 1.2GB/s bus
Colors: 16.7 million
Sprites: 18.75 million
Polygons: 66 million per second
Resolution: Variable from 256x224 to 1280x1024 pixels
Sound: 2MB, 48 voice audio with support for Dolby, AC3 and DTS
The Cube has more Mhz (almost 200Mhz more), a bit more system RAM, and a better Graphics card than the PS2. That's why similar games looked and ran better on the Cube as opposed to the PS2.
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