esas imagenes de conker son muy borrosas. para evaluarlo bien hay que verlo a 480p y la verdad es que es un espectaculo visual
salu2
Decir que conker tiene mejores gráficos que el Mario galaxy es para partirse el culo de la risa..
homy escribió::-P
Pues yo lo digo y tengo el culo intacto
Hay por aqui muchos futuros clientes de progamvision
homy escribió::-P
Hay por aqui muchos futuros clientes de progamvision
porque significará que tienes un problema de visión bastante grave
iwatauchi escribió:PS3: Mucho criticar, mucho criticar pero el TGS ha dejado claro que la PS3 es un pepino como un pepino smile_X-D , superando incluso el impacto que supuso la XBOX en su momento.
homy escribió:
1-Mass Effect (Xbox 360)
2-Gears of War (Xbox 360)
3-Unreal Tournament 2007 (PlayStation 3)
4-Lost Planet: Extreme Condition (Xbox 360)
5-Halo 3 (Xbox 360)
6-Lost Odyssey (Xbox 360)
7-Final Fantasy XIII (PlayStation 3)
8-Heavenly Sword (PlayStation 3)
9-Lair (PlayStation 3)
10-MotorStorm (PlayStation 3)
11-Assasin’s Creed (PlayStation 3/Xbox 360)
12-Metal Gear Solid 4: Guns of the Patriots (PlayStation 3)
13-Resident Evil 5 (PlayStation 3/Xbox 360)
14-Ninja Gaiden Sigma (PlayStation 3)
15-Devil May Cry 4 (PlayStation 3)
XBOX360: Decepcion como un camion. Mucho next gen, mucho HD pero a nivel grafico la 360 ha pasado un año que en general ha sido PENOSO. Bajadas de framerate hasta en el LEGO StarWars (que manda cojones la cosa), juegos a menos resolucion que la nativa porque no pueden con tanto peso, el SYNC OFF por sistema. Y por lo general juegos con muy, pero que muy pocos efectos graficos, todo muy soso, sin gracia, todo muy agua mineral.
Viendo las imagenes del Conquer y viendo lo que he visto del Mario...
El fontanero le pega una repasada brutal a lo que graficamente se refiere....
En serio, pero bestial ee, la definicion que tiene el mario no la tiene ese conker ni de lejos.
homy escribió:
No me voy a poner a discutir sobre la salud visual porque me tengo que ir al curro. Si a ti te parece que el mario se ve mejor que el conker me parece perfecto, es tu opinion, yo sigo manteniendo lo contrario.
Pues debemos haber visto otro TGS. Yo lo he seguido muy de cerca y me he visto todos los videos, y dese luego, decir que Ps3 ha impresionado me parece una broma. Ps3 si impresiono en el pasado E3 con todas aquellas CGIS que nos colo como juegos ingame, y la diferencia con los juegos reales ha sido brutal.
Ni lo visto de Lair, Motorstorm o MGS4 se acerca ni remotamente a los videos del E3. Mirate los videos y las imagenes de estos juegos y veras texturas penosas y defectos.
Y desde luego, decir que juegos como L.O., Lost Planet, mass effect, Bioshock, Blue dragoon, GOW y los que se van a mostrar esta semana en el X06 no tienen "efectos" es cuanto menos curioso.
Por cierto, aqui te dejo un ranking de los mejores juegos tecnicamente hablando mostrados hasta el momento hecho por la revista loader segun las impresiones de los periodistas:
Best overall technology graphics / visuals / effects
1-Mass Effect (Xbox 360)
2-Gears of War (Xbox 360)
3-Unreal Tournament 2007 (PlayStation 3)
4-Lost Planet: Extreme Condition (Xbox 360)
5-Halo 3 (Xbox 360)
6-Lost Odyssey (Xbox 360)
7-Final Fantasy XIII (PlayStation 3)
8-Heavenly Sword (PlayStation 3)
9-Lair (PlayStation 3)
10-MotorStorm (PlayStation 3)
11-Assasin’s Creed (PlayStation 3/Xbox 360)
12-Metal Gear Solid 4: Guns of the Patriots (PlayStation 3)
13-Resident Evil 5 (PlayStation 3/Xbox 360)
14-Ninja Gaiden Sigma (PlayStation 3)
15-Devil May Cry 4 (PlayStation 3)
iwatauchi escribió:juegos a menos resolucion que la nativa porque no pueden con tanto peso
iwatauchi escribió:XBOX360: Decepcion como un camion. Mucho next gen, mucho HD pero a nivel grafico la 360 ha pasado un año que en general ha sido PENOSO. Bajadas de framerate hasta en el LEGO StarWars (que manda cojones la cosa), juegos a menos resolucion que la nativa porque no pueden con tanto peso, el SYNC OFF por sistema. Y por lo general juegos con muy, pero que muy pocos efectos graficos, todo muy soso, sin gracia, todo muy agua mineral.
koke28 escribió:La gente no deberia obsesionarse tanto con estos temas,es mi humilde opinion.El porque es sencillo:la snes era supuestamente muy inferior a la megadrive,pero ya sabeis que nintendo es muy amiga de los chips,los cuales utilizaban tecnicas como por ejemplo el model 7 o el layering que le hacian muy muy superior a la megadrive,por eso lo de las especificaciones tecnicas es relativo,y estoy muy seguro d q no habra una diferencia tan grande como la gente cree entre wii y las demas,al tiempo.Saludos.
the_gooseman escribió:otra cosa es que megadrive tuviera juegos espectaculares que eran muy superiores a sus homonimos en snes (me viene a la cabeza aladdin de mega)
Rylek escribió:
Se está rifando otro cachas sudoroso y tu culo tiene todas las papeletas
Perdón por el chiste
the_gooseman escribió:y los de snk se veian y sobre todo se oian mejor en snes, aparte de tener una paleta mucho mas amplia y de poder poner mas colores en pantalla.
tambien la cpu de la ps2 es mas potente que la de xbox , una consola es mucho mas que la cpu
SUPERNINTENDO escribió:CPU
Core: Nintendo custom '5A22', believed to be produced by Ricoh; based around a 16-bit CMD/GTE 65c816 (a version, not predecessor[citation needed], of the WDC 65C816, used by the Apple IIGS personal computer).
Speed: 1.5 MIPS (using strictly 16-bit instructions). The theoretical peak speed is 1.79 million 16-bit adds per second.
The CPU internally contains support circuitry for:
Fast unsigned integer multiplication and division
Generating an IRQ interrupt every frame at a specific horizontal raster line, vertical raster line, or at a single point in the raster scan
For generating PSG sound with included 2A03 core.
The ability to block or allow the NMI interrupts on Vblank coming from the Picture Processing Unit
Automatically or manually polling of the game controllers or other peripheral devices
A memory-mapped 8-bit GPIO Port
A DMA unit, supporting two primary modes, general DMA (for block transfers, at a rate of 2.68 MB/s) and Hblank DMA (for transferring small data sets at the end of each scanline, outside of the active display period)
Wait state generation
The CPU is clocked with a 21.477MHz symmetric square wave signal (21.28137MHz for PAL systems). Memory transfer rate depends on the address block accessed and a ROM speed selection bit, with the possible speeds of 1.79, 2.68 and 3.58 MB/s].
RAM
The SNES/SFC 5A22 CPU has direct access to 128 kB of Work RAM.
Sound
Sound Controller Chip: 8-bit Sony SPC700 CPU for controlling the DSP; running at an effective clock rate around 1.024 MHz.
Sound RAM: 64 kB shared between SPC700 and S-SMP.
Memory Cycle Time: 279 milliseconds
Main Sound Chip : Sony S-SMP
Hardware ADPCM decompression
8-channel PCM
Hardware sound effects pitch modulation, echo effect with feedback (for reverberation) with 8-tap FIR filter, and ADSR and 'GAIN' (discretely controlled) volume envelopes.
Polyphony of 8 notes per voice
SFx sound chip : Sony\Nintendo S-DSP
3-channel PCM
Second Order Low-pass Filter, one for each channel, for improved quality of low-frequency (bass) tones.
Pulse Code Modulator: 16-bit ADPCM (if programmer uses 4-bit compressed ADPCM samples, expanded to 16-bit resolution, processed with an additional 4-point Gaussian sound interpolation).
Although the SNES is normally only able to output stereo sound, a few games (such as Jurassic Park) use Dolby Pro-Logic to create surround sound embedded in the stereo sound signals.
Note - while not directly related to SNES hardware, the standard extension for SNES audio subsystem state files saved by emulators is .SPC, a format used by SPC players.
Video
Picture Processor Unit: 15-bit
Video Memory:
Video RAM: 128 kB DRAM
This memory holds the tile sets for backgrounds and sprite objects, in addition to the background layers. Not directly accessible to the main CPU, this memory needs to be accessed through a set of memory mapped ports only during the vertical blanking period or forced blanking. At any other time, this memory is owned exclusively by the PPU.
544 bytes of 'OAM' (Object Attribute Memory) for defining the sprite object's position, orientation, layering priority, palette, character map index, and size.
512 bytes of 'CGRAM' (Character Graphic Memory) for palette data.
Color Capability: 15-bit color depth (RGB555) for a total of 32,768 possible colors.
Palette: 256 entries
Maximum colors per layer per scanline: 256
Maximum colors per sprite: 128
Maximum colors on-screen: 4,096 without blending and 32,768 using the color arithmetic circuitry for transparency effects by blending multiple backgrounds together).
Resolution: between 256×224 and 512×448. Most games used common resolutions like 256×224, 256×240, 512×224 pixels. Interlace display mode is individually selectable for both the backround layers and sprites, but typically was only used for in-game menus, text boxes, and high resolution images.
A mode termed "pseudo high-resolution" was rarely used, but allowed for color blending between sets of two adjacent pixels. For example: Kirby's Dream Land 3 (aka Hoshi no Kirby 3 in Japan) used this mode to blend dithered sprites.
Maximum onscreen (sprites): 128 (32 sprites per line, up to 34 8×8 character blocks per line).
Maximum number of sprite pixels on one scanline: 256. The renderer was designed such that it could drop the frontmost sprites instead of the rearmost sprites if a scanline exceeded the limit, allowing for creative clipping effects.
Most common display modes: pixel-to-pixel Mode 1 (16 colors (4-bit) per tile; 3 scrolling layers) and per scanline affine mapped Mode 7 (256 colors per tile; one rotating/scaling layer).
MEGADRIVE escribió:CPU
Main processor: Motorola 68000 (or equivalent)
Runs at 7.61 MHz in PAL consoles, 7.67 MHz in NTSC consoles.
Some systems contained clones of the Motorola 68000 manufactured by Hitachi and Signetics.
Signetics 68K only found in early revisions as this CPU is known to be inefficient.
Secondary processor: Zilog Z80 (or equivalent)
Runs at 3.55 MHz in PAL consoles, 3.58 MHz in NTSC consoles
Used as main CPU in Master System compatibility mode.
[edit]
Memory
Boot ROM: 2 KB
Known as the "Trademark Security System" (TMSS)
When console is started, it checks the game for certain code given to licensed developers
Unlicensed games without the code are thus locked out
If a game is properly licensed, the ROM will display "Produced by or under license from Sega Enterprises Ltd."
Boot ROM is not present on earlier versions of the Mega Drive and Genesis
Some earlier games not designed for the TMSS may not work in later consoles
Main RAM: 64 KBytes
Part of M68000 address space
Video RAM: 64 KBytes
Cannot be accessed directly by CPU, must be read and written via VDP (Video Display Processor - see below)
Secondary RAM: 8 KBytes
Part of Z80 address space
Used as main RAM in Master System compatibility mode
Audio RAM: 8 KBytes
Cartridge memory area: up to 4 MBytes (32 Megabits)
Part of M68000 address space
Game cartridges larger than 4 MBytes must use bank switching
Graphics
The Mega Drive has a dedicated VDP (Video Display Processor) for playfield and sprite control. This is an improved version of the Sega Master System VDP, which in turn is derived from the Texas Instruments TMS9918. It contains both mode 4 (for Master System compatibility) and mode 5 (for native Genesis games). However, Master System programs can switch the VDP into mode 5 and make use of advanced VDP features. This page only discusses mode 5 capabilities.
Planes: 4 (2 scrolling playfields, 1 sprite plane, 1 'window' plane), per-tile priority
Sprites: Up to 64 (32H)/80 (40H) on-screen, 16/20 per line, 256/320 pixels per line, per-sprite priority
Palette: 512 colors (1536 using shadow/highlight mode)
On-screen colors: 64 × 9-bit words of color RAM, 4 lines of 15 colors plus transparent, allowing 61 on-screen colors (up to 1536 via raster effects and shadow/highlight)
Screen resolution: 256x224 (32Hx28V), 320x224 (40Hx28V), 256x240 (32Hx30V, PAL only), 320x240 (40Hx30V, PAL only)
Interlace mode 1 provides no increase in resolution, but still generates a true interlaced signal
Interlace mode 2 can provide double the vertical resolution (i.e. 320×448 for NTSC, 320x480 for PAL). Used in Sonic 2 for two-player split screen
Scroll size: Width and height independently set to 32, 64, or 128 cells as VRAM allows
Sound
Yamaha YM2612 chipMain sound chip: Yamaha YM2612
Six FM channels, four operators each; channel 6 can be used for PCM data or as a regular channel
Programmable low-frequency oscillator and stereo panning
Secondary sound chip: Texas Instruments SN76489 compatible device built into VDP.
Four-channel PSG (Programmable Sound Generator)
Three square wave channels, one white noise channel
Programmable tone/noise and attenuation
Used for Master System compatibility mode as well as to supplement FM
Different random noise generation compared to a real SN76489/SN76489A chip
Rylek escribió:En juegos exclusivos, creo que la SNES se llevaba la palma (se programaban pensando en las capacidades específicas de la consola), pero en multisistema, solían ir mejor los de MD . Por ejemplo, Bubsy o Toy Story van más fluidos en la negra de Sega.