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Topic: Frame rate or detail ?
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Thompson!
    Gaming Aged
Member
Posts: 1138 Reg: Sep 99 |
posted 09-04-2000 08:19 PM
Now I know no one likes these types of topics anymore. But walking
around ECT a realised, alot of western developers are trying to do
stuff on these new consoles they really have not thought out.
MSR is a prime example the game could have been very good
graphically if the developers had not been so ambitious - alot of
the backgoround could be removed, the frame rate increased & a
quality title delivered.
Timesplitters is another one. No.s on screen reduced & the
frame rate dropped to deliver more detailed characters & a much
better looking game.
Western developers really need to learn their trade & learn
to walk before they try to run. Some of the stuff on show was
abysmal.
So without sitting on the fence & saying both, which one
frame rate or detail.
for me it's detail, well actually I like high frame rate, well
now I think of it .... hay I'm asking the question.
Thompson
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Newzboyz99
    Gaming Aged
Member
Posts: 3690 Reg: Oct 99 |
posted 09-04-2000 08:22 PM
Blast Processing. Nuff Said.
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Alex
    Gaming Aged
Member
Posts: 3994 Reg: Mar 2000 |
posted 09-04-2000 08:23 PM
Depends on the framerate, I'm perfect with 30FPS, but once you start
getting into some horrificly low numbers for detail, no.
Chrono Cross for instance, was a very pretty game, for being on a
PSX that is, but get four or more enemies on screen and the thing
started to chug below 10fps, that's not worth it for a little bit
more detail.
------------------ Ash Ketchum's voice actor: First
Pokemon, then Valkyrie Profile, then the world! Hahahaha, ow...
http://www.gamearts.co.jp

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LegendFLs Junior Member
Posts: 2 Reg: Sep 2000 |
posted 09-04-2000 08:23 PM
well i would take frame rate with less detail but the best would be
to try to get these two *live* together..i mean get a more than 30
fps with not so kick ass detail..you know balance them as good as
possible
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Doc
Holliday
 Novice Member
Posts: 248 Reg: Jul 99 |
posted 09-04-2000 08:23 PM
Well I like Kick A$$ modelling, textures, and art design with with
solid framerates. Great modelling does not mean a lot of detail.
Thats what the misconception among western developers. They need to
learn how to use the polys they have. Same thing with textures, MGS2
and ZOE are prime examples of how to use what you got. It all starts
at the pre-prduction stage, spend more time on the concept designs,
hire quality artists nstead of wanna be comic book or wanna be anime
guys. My 2 cents
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[This message has been edited by Doc Holliday (edited
09-04-2000).]

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