wobedraggled
Banned
I need to know by the technical people of GAF, if they think it could be done and supporting facts are a bouns.
Thanks.
Thanks.
nubbe said:You can even run it on a Voodoo card... so why not...
nubbe said:You can even run it on a Voodoo card... so why not...
I dunno... in an older thread on normal mapping (around the time Riddick came out) the techie verdict seemed to be that both GC and DC were capable of normal mapping while PS2 wasn't (though it could likely achieve similar results using a different process). Anyone care to comment on that?Teddman said:Normal mapping would go bye-bye, would it not?
This would suggest only Xbox can of the current three consoles:jarrod said:I think a good question to ask would be which platforms can pull off normal mapping. GameCube? PS2? Dreamcast? PSP?
http://www.gamepro.com/microsoft/xbox/games/features/34068.shtmlGP: On the PC, Doom 3 is going to be something of a resource monster. When it was first proposed as an Xbox game was there any concern about getting it to run on a console?
KB: John Carmack made some really good decisions in architecting the engine for scalability. We knew that PS2 and Gamecube were out of the question due to particular graphics requirements (global illumination, normal mapping, shadow volumes etc.), but we knew Xbox had a shot. The key concerns were memory and performance. With only 64MB RAM on the Xbox and a 733Mhz processor, we knew it would be quite challenging --- but not impossible. The team here was really excited to be working on this project --- a chance to work on Doom! --- so we were definitely going to take it on and prove that a great Xbox version could be made. Now, after many months of development, I think it's safe to say that players will be stunned when they see the type of graphics fidelity that Doom 3 is able to present on the Xbox.
tahrikmili said:It also looks like shit on a Voodoo 5 5500.
The question I think is can the XBOX version be ported to GC without significant image quality compromise. The answer I think is yes.
jarrod said:I think a good question to ask would be which platforms can pull off normal mapping. GameCube? PS2? Dreamcast? PSP?
Teddman said:This would suggest only Xbox can of the current three consoles:http://www.gamepro.com/microsoft/xbox/games/features/34068.shtml
bob_arctor said:Well, RE4 convinced me the Gamecube can do much more than I previously thought, so I vote yes.
Speevy said:I just want to know what makes a game like Splinter Cell: Chaos Theory or PoP: WW look so bad on the Cube. Do any third party developers get what makes the Cube more powerful than the PS2 or is that just one of those development things that works on paper and not in practice?
Splinter Cell CT and REMake (I think) use normal maps. The only problem with normal mapping is memory use (normal maps use rgb instead of grayscale), which on GCN is limited.Teddman said:Normal mapping would go bye-bye, would it not?
wobedraggled said:Carmack also said that doom wouldn't run on the Amiga.
Doom and Quake both were ported and ran fine
Teddman said:This would suggest only Xbox can of the current three consoles:http://www.gamepro.com/microsoft/xbox/games/features/34068.shtml
Well, just do what Xenon will have to a spring for a 2nd disc.The Abominable Snowman said:Also, when moving around in a room, you can hear the Xbox HD go crazy, like it's loading the next area. That, and the game is over 3GBs while a GC disc can hold less than 2 (1.8 IIRC, If i'm not mistaking it with UMD). The texture and model data folder itself is over 1.9GB.
Dr_Cogent said:Doom 3 runs on non-programmable T&L video cards (ala Geforce 2). The GC flipper is akin to a DX7 solution (i.e. no programmable shaders). Obviously, Doom 3 runs on video cards that don't have programmable shaders, so IMO, Doom 3 "could" be accomplished on the GC. It would involve trickery of sorts though since the GC doesn't have programmable shaders. It would also probably be a bitch to port it to the GC though.
In essence, I think it "could" be done, but some sacrifices would have to be made.
http://www.gamer-talk.net/preview105.htmlAs a matter of fact, the folks at Vicarious Visions didnt even consider putting Doom 3 on the GameCube or PS2. When asked why these two consoles wouldnt be getting the game, programmer John Carmack said, We just didnt feel that it would be true to what the experience was really designed around. The GameCube and PS2 just dont have the graphics horsepower to drive the lightning technology or what were trying to do with the bump maps and normal maps
jarrod said:Well, just do what Xenon will have to a spring for a 2nd disc.
Oh and GOD is 1.56GB (single layer). UMD is 1.8GB (dual layer).
Any what experience does Carmak have on PS2/GCN? He is an xbox spokesman, active member on the quality board.Teddman said:
Have you seen the screenshots of those games? If the D3 GC port ends up anything like that, I'll vomit all over the GC. I'm serious too.Spider_Jerusalem said:After all, if Wreckless was ported to PS2 and GC, nothing is impossible. And remember that Riddick is being ported on PS2 too! But results may vary ;-)
Well, show me a GameCube title with normal mapping.Society said:Any what experience does Carmak have on PS2/GCN? He is an xbox spokesman, active member on the quality board.
Chiggs said:You know, according to Carmack, the Xbox is the only console capable of handling the way the Doom III engine handles bump-mapping, lighting and shadows.
Also, the ram limitations on the GameCube would definitely come into play. I personally don't think it would be possible without a drastic reduction in image quality.
EDIT: Beaten.
In fact, I was actually hinting that anything can be ported, but I wouldn't bet on the results :lolThe Abominable Snowman said:Have you seen the screenshots of those games? If the D3 GC port ends up anything like that, I'll vomit all over the GC. I'm serious too.
Spider_Jerusalem said:Well, it could be surely be ported, but I don't know with which result. I'm not a great GC gamer, I only buy the most important games, but I don't remember any game that uses all together the kind of graphics that Doom 3 does (dynamic lighting and normal mapping, basically). Maybe if given to a capable developer that instead of porting it recodes it entirely for the platform capabilities, they could achieve good results. To create an impressive game like RE4, developers had to "cheat" by cutting off a portion of the screen and having a smaller rendering surface, so maybe it would require some similar trick.
After all, if Wreckless was ported to PS2 and GC, nothing is impossible. And remember that Riddick is being ported on PS2 too! But results may vary ;-)
Bacon said:Guys, Max Payne couldn't even run on GC because of RAM limitations...
OG_Original Gamer said:Wrong, whether or not you choose to believe Kobayashi, in the April issue of EGM, there's a interview with him. When asked about the borders, he said it didn't have anything to do with the GC hardware. It was a camera issue and increasing the view space for the gamer.
Teddman said:Well, show me a GameCube title with normal mapping.
Rogue Leader / Rebel Strike.Teddman said:Well, show me a GameCube title with normal mapping.
ge-man said:This is what I suspected, but most people didn't believe it. The only benefit that the game would recieve from making the cut would be in terms of clipping. I doubt that they hacked half the viewing space just to do that. I wonder if the real problem was that they couldn't make the game with the anamorphic mode in mind and have it look right for gamers with regular televisions.
www.ati.com/developer/gdc/GDC2003-DisplacementMappingNotes.pdfTeddman said:What experience do you have to doubt him? Show me a GameCue title with normal mapping.
tahrikmili said:According to carmack it's also not possible to play Doom 3 on Voodoo class hardware, but it can be made to work. Only, you lose bump mapping and volumetric shadows. It ends up looking like shit. That was my point earlier on. What Carmack and id are referring to is portability of the engine without having to cut out technology. I also don't believe Carmack knew what he was talking about there, just because Flipper doesn't have programmable shaders support doesn't mean it can't handle normal mapping. Carmack is known to have spoken out of his ass about platforms he knows nothing about, see Quake being ported to Amiga. Therefore, I think it could be made to work on GameCube and I think the compromise would be reasonable, but I don't think there's a market of any kind.
Yeh, maybe this was the their real motivation, but it's a fact that the game actually uses a lower-than normal resolution, so obviously they were allowed to pump the graphics much more than if the image was rendered at full resolution. They may have chosen to cut the borders for whatever reason, but it obviously gave them a good advantage, performance-wise.OG_Original Gamer said:Wrong, whether or not you choose to believe Kobayashi, in the April issue of EGM, there's a interview with him. When asked about the borders, he said it didn't have anything to do with the GC hardware. It was a camera issue and increasing the view space for the gamer.
gamepro said:The day Duke Nukem forever comes out is the day doom 3 goes on gamecube.