Does anyone out there know why the PS2 uses interlaced 320x224 frames instead of drawing a straight 640x480 image like the other consoles? I'm curious as to why they chose to implement this.
Why does the PS2 only have 4mb video ram whereas the Dreamcast has 8mb? And why no anti-aliasing? Questions upon questions...
I was snooping into the PS2 video memory the other day and found out that Soul Calibur3 renders it's video in 32bit colors and then get it reduced to 16 bits, dithered and "crapfied" intentionally, I presume to obtain increased image quality on Standard Definition CRT screens.
The PS2 can output 640x480 non interlaced. Most games don't support it because most people had standard definition CRT's. Some games generate the even frames and odd frames independently, which makes make movement look smoother while keeping the higher resolution. You can force games to output in progressive mode, but not all games will work & I struggle to tell the difference on my lcd tv. A game could actually output in 1920x1080i if it wanted to, but it will put more pressure on vram and fill speed.
No it's not. That's the actual maximum resolution allowed by the hardware. Perhaps programming for that resolution is difficult ? Most devs were lazy about graphic modes and just supported what was required (SDTV standard matching the region the software product was indended for). Nowadays they're obligated to go with 720P minimum I believe. And see games from big Japanese companies like Namco for example. Mostly run at the minimum required resolution on the PS3.
And I believe DreamCast support hardware texture compression which PS2 did not giving it another advantage. Also didn't DreamCast's graphics hardware despite rendering less polys per second than the PS2 make up for it with some strange rendering feature where time was not wasted rendering objects that won't be visible because they are behind an object? I recall reading that.
Another question. Why few video modes does not works between PAL and NTSC PS2 (ex. 720x576). Video chip ans dac are the same no ?
Your talking about Deferred Rendering. The Dreamcast's PowerVR supports this and it is the reason why games like Shenmue (which was visually impressive) run just fine on the Dreamcast despite being the older system out of the lot of them.
After your 1920x1080 framebuffer has taken over 4mb up, you don't have much vram for textures. It also takes time to draw all those extra pixels. The 360 & PS3 on the other hand are much quicker and have more vram. FWIW I run SMS (the PS2 media player) in 1080i because it gives it more chance of scaling video correctly. You need a component cable, though you should be using that anyway as you get good quality without problems playing DVD's.
maybe can you figure out how to turn off(i mean which memory address has to be altered, kinda like other cheats) flicker filtering in games that do not allow this in their option menu maybe you can check what's changed in memory when you turn on/off the flicker filter in games that has this option example final fantasy 12 has this kind of option it would be nice because a lot of games just use this poorsman antialiasing ruining the image quality thx
Seems to me that in WWE Smackdown vs Raw 2008 and 2009 theres no interlacing mode that makes 100% without shaking or fuzzy letters.That and rumble roses are among the games that have varying field order, soemtimes even in the same frame. Looks the same when you hook up the real thing to the pc through some tuner card. Btw, I find bob mode good enough most of the time when the vertical resolution is high enough to hide the "bobing" effect, at 1024 lines that 0.5 pixel movement is not as big as at the native resolution.