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"The Getaway to big a game for Gamecube."

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Thu 29/08/02 at 14:19
Regular
Posts: 787
I for one can't wait to see if the Getaway can come up with the kind of gameplay and graphics that it reputes to have. Having seen the screenshots signs are very encouraging.

The thing is a friend of mine asked if there was going to be a GC version. A Gamecube disc would not be able to store 1 square mile of London let alone 20miles, so sorry mate you stick to your kiddie titles like Mario, Zelda, and Pokemon.
Fri 30/08/02 at 11:56
Regular
Posts: 1,150
Asher D wrote:
> The games win console wars, not fancy specs.

No i wasnt saying it does, i was just wondering becuase is there anyway of redoing PS2 and Xbox number to see what its like when moving.

Or do vise versa on GC to find what its like not moving.

I just want to know becuase im confued over the matter since the specs came out.
Fri 30/08/02 at 11:51
Regular
Posts: 9,494
The games win console wars, not fancy specs.
Fri 30/08/02 at 11:50
Regular
Posts: 1,150
Sorry this is for my own knowledge but when the games were about to come out they showed us the specs.

the polygon count thing i thought was stupid as xbox and PS2 had it when not everything was added, or something.
When Gamecube was in game with ALL the special effects its got, which is a lot than PS2 and Xbox.

Ill try to find the site.
Fri 30/08/02 at 11:43
Regular
Posts: 1,106
Compression.
We say that the GC can get more data on the disc by using software compression. This would also apply to any other console. The question about visual quality and how it might drop if compressed. This depends on how the images are drawn. If the graphics are mostly pixel based, then compressing it would cause loss of quality. But if the graphics are mainly vector line drawings, then compression would not reduce the quality. I expect that things like Sky, backgrounds, etc are pixel based. Things like cars are probably drawn vector images.
Fri 30/08/02 at 01:56
Regular
Posts: 21,800
I've said it before and i'll say it again, this man deserves a wedgie of the atomic kind.
Fri 30/08/02 at 01:40
Regular
Posts: 18,185
But you're all forgetting the graphical special effects the Gamecube makes... motion blur, transparancy, spray, react raw (don't ask) to name a but a few Gamecube "Specialities" created to help the Cube become easier for designers.

The Getaway could work on the Gamecube if you compressed the optical disc, after all compressing it once still has shorter loading times than a DVD gives it 3GB of space compress it a third (and to be honest final) time we have a 4.5GB disc (slightly slower loading than a normal DVD) and by heck its the same capacity too.

Capacity is something the Gamecube suffers a problem from... there are many ways to work round it.
Fri 30/08/02 at 00:11
Regular
"Want a cd key.."
Posts: 3,443
Bah, get your facts straight matey. (Original Post man)

1mile? 20miles?

If people could be bothered, the GC disk could hold 40miles.
Fri 30/08/02 at 00:05
"High polygon count"
Posts: 15,624
Strafex wrote:
> The Gamecube does not push 12m poly's max.
> 12 million is as much as Nintendo expects the average develloper to
> get out of it during a running game with the special effects on.

From the Nintendo website:

Real-world polygon - 6 million to 12 million polygons/second (Peak) (Assuming actual game conditions with complex models, fully textured, fully lit, etc.)


So that's 12 million tops with all FX turned on. 8 million lower than PS2, and - as they say - what games ever use raw polygons?


> As for GT3 pushing 20 Million, I'm not convinced.
> Some places say it's as low as 6, others say 10...

20 million is quoted from an interview with Kazunori Yamauchi in an early issue of PSM2 magazine. Who should know better than the games developer?

> Besides, although the PS2 pushes more poly's, the Gamecube's more
> advanced texture capabilities means to doesn't need so many to look
> better.

In certain games, maybe. But in GT3, the number of polys is used to make up the physical detail on the cars. You could use textures to 'fake it', but it wouldn't look so good. Textures will fool the eye when viewed at certain angles (usually head-on), but they can also look incredibly flat - any FPS fan will most likely tell you that; Soldier of Fortune 2 on the PC has some textures that look very nice, but up close and personal, the sense of realism disappears.


> Technically, the Getaway could work on the Cube.
> Likewise, Smash Brothers and Mario could be done on the PS2.
> Only both Sony and Nintendo are clinging onto their exclusives with
> both hands, so it won't be happening.

Very valid point. Mores the pity. But that's gaming life! :-(
Thu 29/08/02 at 23:55
Regular
Posts: 9,848
WòókieeMøn§†€® wrote:
> Maverick42 wrote:
> The GameCube could easily handle the Getaway because it technically
> outstrips the PS2 by a long way.
>
> Two possible reasons it couldn't:
>
> 1. Disc capacity. As with GTA3 and GTA Vice City, the game is streaed
> from disc. As there is something like 80 sq. km. of London
> photographed, I suspect there is a lot of data - possibly so much so
> that even with compression, it wouldn't fit onto one GC disc. Such
> games won't work simply because disc-swapping would ruin the game.

I don't think that the game area will be THAT big.
Think about it.
If the legend of Zelda managed to fit onto a 32Mb, if think 1.5 Gb should be enough for this.

> 2. Polygon count. Disc problems aside, chances are London wouldn't be
> as detailed because of the low polygon count. While graphics do not
> make a game, there are some types of game that certainly benefit from
> the number of polys a machine can throw around. GT3, for example,
> while it would be possible to do on Gamecube, would not look anywhere
> near as good, simply because of the number of polygons involved; GC
> can push around 12m max, while GT3 pushes around 20m. (Yes, I know
> that GT3 always gets thrown up in these discussions, but that is just
> testament to the quality of the game.)

The Gamecube does not push 12m poly's max.
12 million is as much as Nintendo expects the average develloper to get out of it during a running game with the special effects on.

By toning down special effects and optimising code beyond Nintendo's expectations, it could do a fair bit more.

As for GT3 pushing 20 Million, I'm not convinced.
Some places say it's as low as 6, others say 10...
Besides, although the PS2 pushes more poly's, the Gamecube's more advanced texture capabilities means to doesn't need so many to look better.



Technically, the Getaway could work on the Cube.
Likewise, Smash Brothers and Mario could be done on the PS2.
Only both Sony and Nintendo are clinging onto their exclusives with both hands, so it won't be happening.
Thu 29/08/02 at 23:52
"High polygon count"
Posts: 15,624
Maverick42 wrote:
> I thought it was commonly known that the GC had a higher polygon count
> than the PS2?

Wrong.

Officially, the GC has around the 12 million mark. PS2 has 70+ million raw, less with all FX turned on. As I said, GT3 pushes around 20 million.

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