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[360] [PS3] Ninja Gaiden 2 / II

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Unread postby El Chaos » 25 Jun 2009 02:23

Well, here's some game footage of the PS3 port: http://www.gametrailers.com/video/e3-09 ... iden/50506

The gore is back, but the blood über-gushes are still absent and apparently replaced by some sort of purple mist. Other than that and some slowdowns (1:23 and 2:15), it doesn't seem all that different from the Xbox 360 version footage I've seen so far.

Via http://www.mundialgamer.com/mensaje34396.html#p34396
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El Chaos
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Unread postby El Chaos » 26 Jul 2009 01:48

Here is some footage of the offline cooperative mode (the partner is controlled by the CPU): http://www.youtube.com/watch?v=ag_ZZhvsdm0

And online coop: http://www.youtube.com/watch?v=PTMRMDI1FRQ

Via http://www.gamercafe.cl/2009/07/23/trai ... -en-co-op/
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Unread postby El Chaos » 26 Oct 2009 03:26

Through (perhaps a little bit too much, lol) comparison of both versions: http://www.eurogamer.net/articles/digit ... ff-article

Both systems' internal architectures differ so much, developers should as well disregard middleware entirely and work to each one's strong points in order to extract really good performance out of them.

Briefly: the Xbox 360 version runs below 720p while PS3 runs at, err, "718p". The 360's 10 megabytes of embedded RAM allow for a much higher bandwidth that can be used for alpha effects, one of which was the extreme blood gushes and blood stains, and more on-screen polygons, most of the time this means more enemies thrown at you at once, busier-looking cutscenes and their severed limbs lying around the place. On real-time generated cutscenes, it looks like they just run at the highest framerate possible on 360 and are v-locked at 30 fps on PS3 (this assures that there'll be no screen tearing in the latter).

Where the 360's graphics processing power is focused on vertex shading and high polygon count, PS3's Sigma 2 focuses on pixel shaders and the additional level of detail on the stages.

Maybe Team Ninja's remaining members could have used the Cell processor's SPUs to keep the lost geometry, as was the case with Naughty Dog's gorgeous looking Uncharted 2, but maybe that would have represented way too much work for their deadline.
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