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Geoffrey Duke12.31.2004 | Sega - What Now? | Index
     > Well, another year goes by and the memories of Sega's once great hardware/software empire fade even further into the past.  Now, Sega is merged with Sammy, and familiar design teams have been altered.  What does Sega have in store for the hardcore fan?  Can they resist the temptation to go totally mass market?  Will they finally release every game across all platforms?  I have some ideas of what I'd like them to do.

     > In 2005, Sega should concentrate on developing a monster AAA release title, and make sure it's there on day-one of whichever new console actually hits the market first.  Then they need to make a quality port to the other new consoles as they arrive.  Sega also needs to put some talent on making improved ports of existing PS2 games for Xbox and GameCube.  And there's a big question about Sega/Sonic Team's forthcoming ubergame, Phantasy Star Universe -- what system(s) will it be on? 
 

Phantasy Star Universe | ?

     > Sega has a lot invested in Nintendo's false attempt to have a thriving set of internet playable games for GameCube.  The Phantasy Star Online series is the only reason I use my GameCube as much as I do.  Sega better not abandon that loyalty, for surely I'm not alone in those sentiments.  The more Sega morphs away from their former hardcore self, the more likely they are to go down the dark path of creating mass market garbage.
 

Phantasy Star Online: Episode III | NGC

     > Still, I'm ever the optimist.  Sega hasn't done everything right over the years, IMO, but they've done enough right to earn my respect and long term loyalty.  I believe Sega can go down the path of light as long as they can maintain their identity with the past.  You may at some point need a telescope and Shin Force to see that history, but surely Sega can get through these changing times since they survived the onslaught of negative press for all these years.  Here's to a great year of Sega games in 2005 [raises champagne glass, then takes a sip].

Good Gaming,
-Shinobi

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Geoffrey Duke12.30.2004 | Dreamcast vs. Playstation 2 | Index
     > Out of the Dreamcast and Playstation 2, which console is the most capable, graphically speaking? I noticed that many Playstation 2 fanboys go as far as to compare modern Playstation 2 games to 3-4 year old Dreamcast games in a desperate and somehow "fair" attempt to prove that their beloved PS2 is a far more powerful console by comparison... when in reality nothing could be further from the truth. What a joke. Compare any PS2 game that came out in 2001 to the critically acclaimed Shenmue 2, and then dare to claim that the PS2 is a vastly superior console and that the DC belongs in the dark ages. In the spirit of fairness we should confront the truth instead of running away from it: the PS2 has more raw processing power and greater bandwidth, which naturally means it can shift more polygons, but the DC has twice as much video RAM (8MB) compared to that of the PS2 (4MB), allowing for far more detailed texture mapping. When it comes to pushing polygons (quadrangular or triangular 3D building blocks in the case of the DC), the PS2 is hands-down more powerful, but when it comes to textures, the DC rules the console roost. The amount of Video RAM itself isn't the only thing that contributes to the PS2's poorer texture capabilities: while the DC can compress and decompress textures on-the-fly (in real-time) at a 5:1 (and sometimes even an 8:1) ratio when the time comes to wrap those textures around polygon models thanks to the wonders of on-board memory compression, textures must be uncompressed before reaching the PS2's video RAM cache on the console's Graphics Synthesizer (where 
all the rendering takes place). Textures can be streamed (sent more than once per frame which is what the PS2 was designed to do), but the PS2 is always limited to 4 MBs of VRAM. The end result is that textures often seem pallid (deficient in color) when compared to what we've seen in DC games.

     > The DC simply has a deeper pool of video memory to tap (further deepened by memory compression). One could argue that the PS2 has all the Video RAM it actually needs. Perhaps we can accuse the textures seen in DC games of being too vibrant? One of the many reasons why Sega chose to use the second generation Power VR chipset in the Dreamcast (over the best that 3DFX had to offer at the time) was because of its highly efficient method of drawing textures unique to the hardware. The DC benefits from tile rendering, whereby each frame is broken down into many tiles rendered one at a time, and deferred texturing, where surface visibility is determined for each tile before texturing, lighting and shading, so those time and memory consuming processes are only performed on visible surfaces within the player's line of sight, freeing up more memory, while the PS2 has to texture map all sides of every object in a scene even when obscured from view.

     > For comparison's sake, let's take an objective look at Sega's own Shenmue 2 for the Dreamcast and Capcom's awesome Devil May Cry for the Playstation 2, games both released in the same year only weeks apart:
 

Shenmue 2 | DC
Devil May Cry | PS2

     > Based on the above screenshots, can anyone in their right mind really argue that the PS2 is to the DC what the Xbox is to the PS2 (i.e. light years ahead)? I don't think so. I don't think so at all. This myth perpetuated by Sony fanboys needs to be put to rest forever.

     > Also, the PS2 is so advanced (forged in the fires of hell if you believe the hype) that Sony forgot to implement anti-aliasing (the ability to blur out/smoothen rough polygonal edges), meaning the edges of many polygons in lots of PS2 games have all the smoothness of a jagged blade. Current generation PS2 games aren't quite as jagged as first generation PS2 games, because developers have worked their way around the problem by drawing finer 3D character models with less contrasting colors (compare the first arcade-to-PS2 conversion of Virtua Fighter 4, which was quite rough around the edges, with Virtua Fighter 4: Evolution, a later improved version, to see what I mean). This just requires more time and effort (which could be better spent elsewhere). Still, the problem of aliasing still rears its ugly head to some extent in all modern PS2 games; the PS2 has no in-built support for alleviating the problem. You can spot a PS2 game a mile away due to all the rough edges plaguing the text ure work (especially when games have been ported from a console that anti-aliases everything in sight). Volition apparently solved the PS2's lack of in-built support for hardware anti-aliasing in Summoner by using a field-blending method to reduce interlace flickering ("done in hardware after the frame is rendered while it is being sent to the television") along with edge aliasing on TV screens all on top of a sharper resolution to hide jagged lines from plain sight (something the developers of the award winning PC Freespace series at Volition noted was missing from the first wave of PS2 games along with developers not applying mip-mapping properly). Still, blending the fields took blurriness to an extreme to mask "the stair-step effect". So much so, that it's nowhere near as clean as the DC method when in full swing, so developers generally avoid resorting to using it at all (texture quality pays too high a price). If it was so clean, then Konami wouldn't have been forced to use up 40% of the PS2's CPU power running software edge anti-aliasing in Metal Gear Solid 2. Maybe that's part of the reason why the textures are so bland and grey... unlike Shenmue.

     > Edge anti-aliasing itself consumes too much CPU power to even consider using in PS2 games with large polygonal environments. Admittedly, that really wouldn't be a problem for Summoner; this game barely pushes a million polygons per second and could easily be done on the DC. Did I mention that structures pop-up out of nowhere a few feet in front of you as you travel in the game world? No wonder Volition could implement anti-aliasing filters. Perhaps that's why the game bogs down so heavily on occasion? Some gamers have even gone as far as to accuse Volition of lying about their claims of running anti-aliasing without any hits in performance. It might come as a shock, but I couldn't agree more with one of the things Volition's James Hague said regarding in-game graphics: you could draw a crate in a game with 12 triangles or with 200, but what matters the most is how good it looks onscreen. Polygon counts aren't what truly matters. What matters is how good the world itself looks. Too bad too many people were too busy concerning themselves with polygon counts at the PS2's launch to grasp this concept. Was it too slippery for them?

     > If you check out the DC-to-PS2 conversion of Grandia 2 it won't take you long to notice that the game has become a shadow of its former DC self with slowdown and ugly washed out jagged textures that spoil the game's previous vibrant high definition appearance, because the game was developed to take full advantage of the DC's more efficient hardware. In all seriousness, I strongly recommend avoiding the PS2 conversion like the plague.

Good Gaming,
-Geoffrey Duke

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