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MGS: Snake Eater 3DS - New Trailer [Update Rumor: Delayed?]

antonz said:
Except they confirmed Nintendo gave them access to the 4GB cart because of space concerns. 4GB Card is larger than the Disc ISO of the PS2 game. Lazy port is lazy because Naked Sample quality would require money.

Kojima isnt involved with half the MGS shit these days. He just whores his name out for the projects
Not just mgs, they slapped his name on the new Casketvania too

Edit: I like how pork is factually wrong regarding both RAM and the available space being an issue.
 
Snake Eater is a huge game, remaking every area like the Naked Sample demo would cost a fuck ton.

That's why I never believed it'd be Snake Eater, I thought it'd be small areas, something of a retelling of that story, more segmented like PW, and with some sort of MP. They went an even less effort root, and a less interesting one, but I can see why.

I would still love Naked Sample, they should put it on the store, I'd buy it.
 
Wouldn't downgrading the textures be more work than to just leave them as is? Oh well, already beat Subsistence on the Ps2 so this isn't a big deal at all to me.
 
Easy_D said:
Wouldn't downgrading the textures be more work than to just leave them as is? Oh well, already beat Subsistence on the Ps2 so this isn't a big deal at all to me.
At this point, I don't think they give a fuck :(
 
AgentChris said:
At this point, I don't think they give a fuck :(
I'd rather they let IGA and co reuse the same sprites for the millionth time and make a 2D Castlevania :( (Because OOE was an amazing game)
 
Boney said:
Well... you sound kind of happy bout that.
The cart size being the problem means that it's because they're being cheap, whereas the alternative is it being the fault of the 3DS hardware. It's a lesser of two evils type of thing.

Easy_D said:
Not just mgs, they slapped his name on the new Casketvania too

Edit: I like how pork is factually wrong regarding both RAM and the available space being an issue.
I'm assuming that they changed their minds and went with the 2GB card instead. I don't see how else the compression makes sense. As you said, it just means more work.
 
Crewnh said:
No way dude. No way. You're talking about the face buttons acting as the aiming controls? Man screw that.
Worked well with me. And well aiming with the triggers and holding square lightly wasn't the most convinient setup either regardless.
 
BurntPork said:
The cart size being the problem means that it's because they're being cheap, whereas the alternative is it being the fault of the 3DS hardware. It's a lesser of two evils type of thing.
People assumed (myself included) that you were implying that there was a limit on the actual 3Ds cart that forced Konami to downgrade, not that Konami cheaped out. You probably need to make yourself clear when you post as to avoid confusion. It happens a lot :p

Edit: now we are on the same page!
 
Easy_D said:
People assumed (myself included) that you were implying that there was a limit on the actual 3Ds cart that forced Konami to downgrade, not that Konami cheaped out. You probably need to make yourself clear when you post as to avoid confusion. It happens a lot :p

Edit: now we are on the same page!
I've always had that problem. lol
 
There's another reason this port sucks ass: MGS3 games pushed the PS2 hardware hard and it did so by being entirely designed around it's peculiar architecture with little to no hardware abstraction.

Most specifically, the techniques used to get fast render performance on a PS2 are the very things a developer should avoid like the plague on any GPU starting from the GC's and Xbox' GPUs. The way the scene objects are organized, the way materials are handled, the way characters are animated... everything that worked on the PS2 was the opposite of what works on a more modern GPU, and the 3DS is no exception.

The team behind this port is obviously "mechanically" porting the original PS2 source code and obviously lots of things simply don't work as they should causing hilariously bad results on the 3DS.

Anyone remember the Xbox MGS2 port, which was missing various effects and had many slowdowns? Does this means the Xbox "sucked" compared to the PS2? Or that MGS2 was simply programmed too close to the PS2 metal that it wouldn't run well elsewhere without a complete re-write?
 
BDGAME said:
One thing that no one is taking into consideration is that this game was made after several years of life of the PS2 and the team already knew how to use the hardware to the max.
Well, they weren't supposed to be making a by the book port of a 2004 game, they should be doing whatever else they've shown at first.

That's a factor yes, but the game is not really incompatible with 3DS in any clashing way, it's seems like it's being neglected though, it went from ambitious to being hopeless on their own account. They could do so much better.
BDGAME said:
I remember that sega/Microsoft had a hard time to port Shemmue 2 of Dreamcat to the XBOX. In the end of the game looked like the same thing in both hardware, even the XBOX able to do more than that.
There's lots of reasons for that, actually. One of them was lack of budget and time; Shenmue (and the next example, Okami) may have cult following, but are not Metal Gear Solid, they don't warrant the same budgets.

The other reason would be that despite the fact Xbox looked impressive on paper it was really riddled with bottlenecks. It had lots of hit on textured polygons compared to textured and often actually used the "polygon trick" to be able to render more textures per cycle, effectivelly hampering the polygon throughput (which wasn't the problem, really), on top of that transparencies had a hit on it.

Dreamcast was regarded as a texturing beast, and transparencies were pretty much free, all you want… free. Hence why they abused them. Only to, whilst porting realizing it was a Dreamcast feature.

I've read an interview where they actually said it clearly had problems on how to process transparencies in textures (not to mention Dreamcast texture compression was proprietary/not S3TC), although I can't seem to find it.

The 128 bit console that matched DC strengths was GC, like DC it was pretty much a texturing monster and could do lots of transparencies without real hit. It had other problems though, like lack of storage space and RAM, like DC ironically, but Shenmue 2 from a technical standpoint would have been better suited for it.
BDGAME said:
Other good example is Okami. Everybody know that Wii is more powerful than a Ps2, but Capcom had a hard time to make this port and in the end the Wii version don't look as good as the Ps2 game.
Well, you do know it was done by a team of 3 guys at peak, as a really low budget port with really strict deadlines and parts of the source code missing.

If it had more recources, they could have nailed it.

Anyway, those are two very specific games, I don't see much or anything that 3DS couldn't recreate, really, not even the foliage thing, and the textures is clearly a framerate issue. Of course adapting it is a lot of work I'm sure, but it seems like they threw up the towell already.

While what they've shown originally was leaps and bounds beyond the PS2 standard. It's just sad.
BDGAME said:
Port a simple game, like a Tales, is something easy and can be well done in little time,but port a game so elaborate as a Metal Gear Solid 3 for a new hardware and with little time and budge is not a easy task.
I reckon doing the Tales one properly could take a while because the source code for it was clearly a mess. But they came out lazy, no doubt.
 
M3d10n said:
Most specifically, the techniques used to get fast render performance on a PS2 are the very things a developer should avoid like the plague on any GPU starting from the GC's and Xbox' GPUs. The way the scene objects are organized, the way materials are handled, the way characters are animated... everything that worked on the PS2 was the opposite of what works on a more modern GPU, and the 3DS is no exception.
Certainly true. I remember MGS2 Xbox port was revealed to have slowdown in scenes with snow and rain falling because those were done using the CPU fillrare on the PS2, and they kept it that way on the Xbox (while Xbox CPU didn't output the same massive floating point performance because it relied on the GPU to do it.

Like "modern" systems do, really; but PS2 architecture was hardly "modern" even by the time it came out.
M3d10n said:
Anyone remember the Xbox MGS2 port, which was missing various effects and had many slowdowns? Does this means the Xbox "sucked" compared to the PS2? Or that MGS2 was simply programmed too close to the PS2 metal that it wouldn't run well elsewhere without a complete re-write?
They could have done way better, clearly.

But like you said they "mechanically" ported it.
 
lostinblue said:
Dreamcast was regarded as a texturing beast, and transparencies were pretty much free, all you want… free. Hence why they abused them. Only to, whilst porting realizing it was a Dreamcast feature.
Ah, no, transparencies were far from free on the Dreamcast. The PowerVR2 raison d'être was maximizing performance on low bandwidth by doing per-pixel sorting of polygons so pixels were only ever written to once. Layered transparent polygons caused pixels to be written multiple times, eating precious fillrate. The rocket launcher smoke trail in Quake 3 was a big offender.

Maybe you're referring to transparency sorting, which was automatically done (per pixel) by the GPU (alongside with material batching). It was not free, there was an additional performance hit on top of the fillrate, but it was "free" in development-time: programmers didn't have to worry about it and thus Dreamcast games had zero code for dealing with transparencies or sorting things by material, which would blow up on the face of anyone trying to port them to "normal" GPUs.
 
Mr_Brit said:
BTW: 3DS in 3D mode only renders at 2x the resolution, 3D has nothing to do with refresh rates on 3DS so stop talking about 30FPS and 60FPSx2 etc.
No. And there's no stereoscopic 3D tech known that 'only renders 2x the resolution'.
 
Mr_Brit said:
3DS renders at 800x240 in 3D and 400x240 in 2D, I'm pretty sure that's right.
Blu is referring to the fact that many graphical elements must also be rendered twice. Though you are correct that from a screen tech perspective the 3DS's parallax barrier does not limit framerate.
 
Mr_Brit said:
3DS renders at 800x240 in 3D and 400x240 in 2D, I'm pretty sure that's right.
It renders at 800 no matter what. This is why some games (all?) get some msaa when 3D is off.
 
Easy_D said:
It renders at 800 no matter what. This is why some games (all?) get some msaa when 3D is off.
No this is both incorrect and completely illogical. The resolution is throttled to 400*240 in 2D and that's why some (most certainly not all) games get free SSAA in 2D mode. If it remained in 800*240 in 2D mode then there would be no logical reason for free AA since the framebuffer would be the same in both modes.
 
PdotMichael said:
No, 2D mode is just 400*240 too, because that's how the Autostereoscopic-technology works.
No it's not. It's an arbitrary restriction. It's theoretically possible for the system to output at 800*240 in 2D mode because the parallax barrier turns off in 2D mode. However Nintendo chose not to give the system that ability for some unknown reason. Maybe they don't like narrow pixels, maybe they want to keep the effective pixel ratio between the two screens 1:1 at all times. Who knows.
 
Luigiv said:
No it's not. It's an arbitrary restriction. It's theoretically possible for the system to output at 800*240 in 2D mode because the parallax barrier turns off in 2D mode. However Nintendo chose not to give the system that ability for some unknown reason. Maybe they don't like narrow pixels, maybe they don't want to keep the effective pixel ratio between the two screens 1:1 at all times. Who knows.
Shouldn't IQ be..worse in 2D mode then? If they're stretching pixels to fill out the screenspace. Or what.
 
Mr_Brit said:
3DS renders at 800x240 in 3D and 400x240 in 2D, I'm pretty sure that's right.
And I'm pretty sure there's more to stereoscopy than just increasing the resolution.
 
blu said:
And I'm pretty sure there's more to stereoscopy than just increasing the resolution.
I know nvidia 3D just doubles the frames rendered to get stereoscopy but 3DS renders the same amount of frames but at twice the resolution.
 
blu said:
And I'm pretty sure there's more to stereoscopy than just increasing the resolution.
Doesn't it simply render everything twice with two slightly different camera angles, which the parallax barrier then splits up into two different images which are then displayed to your respective eyes? Which is why the resolution is higher in 3D mode.
 
Easy_D said:
Doesn't it simply render everything twice with two slightly different camera angles, which the parallax barrier then splits up into two different images which are then displayed to your respective eyes? Which is why the resolution is higher in 3D mode.
Yes. Pretty much everything is rendered twice. Some secondary render targets don't need rendering twice, eg. decal & volumetric shadows, but all geometry that goes into the main render target is done twice.
 
This thread
iczyfOD6M.gif
.
 
walking fiend said:
even at enlarged resolution, it looks considerably better than RE4, lighting alone puts it head and shoulders above RE$; unless you want to troll, there's no way that a partially downgraded/upgraded MGS looks better than RE:R

dSvOk.jpg


m3mmS.jpg
You picked such excellent shots to prove your point.
 
Mr_Brit said:
I know nvidia 3D just doubles the frames rendered to get stereoscopy but 3DS renders the same amount of frames but at twice the resolution.

Not true. It basically renders in splitscreen when 3D is turned on. There's one 800 x 240 framebuffer that consists of two separate 400 x 240 frames rendered side by side.

The 3DS has to render the whole scene twice in order to achieve the 3D effect, there's no way to get around this requirement (and the same applies to all other devices that render in S3D)

Even so, 3DS should be able to eat MGS3 for breakfast - even when rendering in 3D (and we even have solid proof, provided by Konami themselves in the form of The Naked Sample!)

This is a lazy portjob, end of. It's not the first in gaming history (see MGS 2 Xbox) and it won't be the last.
 
Nuclear Muffin said:
Even so, 3DS should be able to eat MGS3 for breakfast - even when rendering in 3D (and we even have solid proof, provided by Konami themselves in the form of The Naked Sample!)
I haven't really seen evidence of that anywhere (including RE). And a tech demo without any game logic behind it's visuals doesn't mean much.
 
Man said:
I haven't really seen evidence of that anywhere (including RE).
That's cool, but others have seen evidence of that (including RE).

I don't think going all "Revelations doesn't look good to me" is going to change anyone's mind.
 
Man said:
I haven't really seen evidence of that anywhere (including RE). And a tech demo without any game logic behind it's visuals doesn't mean much.

A controllable tech demo. The only game logic really missing was the AI (and that is not going to have a huge effect on the framerate at all)

Oh and you're clearly blind if you think that MGS 3 looks better than RE: Revelations or even RE Mercs.
 
Mr_Brit said:
You picked such excellent shots to prove your point.
I could pick even better looking shots at their expected resolution with more lighting and effects going on around that part where I took the shot, but it wouldn't be this useful. I picked a shot to show both lightings in a similar situation, namely you can look at candles and compare the lighting or how they effect their surrounding, and you may compare close shots of person and candle models.

Regardless, RE4 lighting on PS2 looks like shit. There's a comparison video to show how it was downgraded from GC to PS2
http://www.youtube.com/watch?v=5qz0LbKpZtI

and actually, I believe the screenshot I used it is for GC or Wii version.


and some more shots from various scenes.
PS2
UKrDM.jpg

dn1TV.jpg

0Np1i.jpg

RsG7m.jpg



RE:R, from the same scene at various times:
Kc2uw.jpg

fqqzR.jpg

cacWQ.jpg

sNNGa.jpg


(and no, I didn't chose the worse PS2 shots, or I could have used this)

a tech demo without any game logic behind it's visuals doesn't mean much.
screens I have put are from actual gameplay with enemies that attack you, at some scenes several of them.
 
Nuclear Muffin said:
Not true. It basically renders in splitscreen when 3D is turned on. There's one 800 x 240 framebuffer that consists of two separate 400 x 240 frames rendered side by side.

The 3DS has to render the whole scene twice in order to achieve the 3D effect, there's no way to get around this requirement (and the same applies to all other devices that render in S3D)

Even so, 3DS should be able to eat MGS3 for breakfast - even when rendering in 3D (and we even have solid proof, provided by Konami themselves in the form of The Naked Sample!)

This is a lazy portjob, end of. It's not the first in gaming history (see MGS 2 Xbox) and it won't be the last.
Huh? That's exactly what I was saying.
 
Mr_Brit said:
Huh? That's exactly what I was saying.
Perhaps I misread your original post, but it was essentially saying 3DS stereoscopy = 'only doubling the resolution'.

Doubling the resolution =/= stereoscopy.

Stereoscopy == doubling the resolution AND doubling the vertex shading work.
 
Chinner said:
hahahaha, i love how you picked the PS2 shots of Resi 4. amazing.
MGS 3 is a PS2 game as long as I can remember, and RE4 was regarded one of the best looking PS2 games (beside GoW, SotC and Black); I wanted to show what 3DS can do compared to PS2 and why MGS is just a very lazy port. (And I can't tell whether my original shot is from PS2 or GC)

Luigi would be a better game to base 3DS vs GC on, and MK7 to compare it to Wii.

edit: actually seems not all the shots were from the PS2 version, at least this on in particular, is from the Wii version, wonder how does the PS2 version look...

0Np1i.jpg
 
It'd be nice if the Revelations shots weren't captures from what looks like a shitty YouTube stream. >_>

I'd also be interested to see how many people have at least sampled Revelations and not just judged their assesments from screen grabs of scenes.
 
you'd probably have an better argument if you use shots of a game that was developed for the ps2, as opposed to a port, and if the screenshots were comparable.
 
Maxrunner said:
No they arent, those have shaders too, and the fog effect, is that volumetric fog?
RE4 also had volumetric fog. Not to mention much, much higher poly counts then Revelations. Mind you, I do believe Revelations looks great, but to outright say it's better then RE4, I'm not so sure. Shaders are great and all, but you can't discount the effect of a good poly count. Gives everything a much more solid look.
 
Easy_D said:
Wouldn't downgrading the textures be more work than to just leave them as is? Oh well, already beat Subsistence on the Ps2 so this isn't a big deal at all to me.
Downscaling textures can be done really easily. One script and you're done.
 
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