PS2, can it do KOF 2001 justice you think?

J' Kusanagi

Hardened Shock Trooper
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Feb 28, 2002
Posts
425
Hey, just wondering can PS2 do KOF 2001 as good as the AES. No fanboy comments here please, I'm being series. Can someone compare neo geo's 2d specs with PS2s? Which ones better for snk games?
 

SPINMASTER X

I AM NOT FRENCHMAN,, I AM A HUMAN BEING!,
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Hmmm truthfully i'm not sure. SNK had enough trouble making really good ports of KOF to the DC and the DC is awesome for 2d. PS2 isn't exactly developer friendly and it also isn't as 2d friendly as the DC was. I think the ports might end up looking like the PS2 CvS2 port, with slightly more pixelated sprites and stuff.
 

J' Kusanagi

Hardened Shock Trooper
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Posts
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Thx alot Spin, you scared even more shit out of me, I forgot about that. The PS2 *IS* weaker in the 2d area than the DC, but DC's ports were arcade perfect. Hmmm good points there. ;)
 

neobuyer

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Originally posted by J' Kusanagi:
<strong>Can someone compare neo geo's 2d specs with PS2s? Which ones better for snk games?</strong><hr></blockquote>

<img src="graemlins/ohno.gif" border="0" alt="[Oh No]" />

Let's see: Neo Geo MVS/AES or PS2- which ones better for SNK games...

hmmmm...

Let's see...

Uh, yeah, I'm gonna have to say it would have to be, well probably, kind of is, just might be, maybe THE SYSTEM THEY WERE DESIGNED FOR! The Neo Geo MVS.

SNK/Neo Geo games (With the exception of a hyper 64 and that awful PSX SamSho) are designed as arcade games first and foremost for the MVS arcade hardware. The home versions are released and are identical to the MVS version as the hardware is for all intents and purposes the same.

The PS2 or any other system can only play a port of the game, and while a good 2D machine like the DC can do a fairly good job, often coming very close to the MVS original, it's still a port
 

J' Kusanagi

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Uh, yeah, I'm gonna have to say it would have to be, well probably, kind of is, just might be, maybe THE SYSTEM THEY WERE DESIGNED FOR! The Neo Geo MVS <hr></blockquote> :p
 
C

Caris Nautilus

Guest
PS2 cannot do better 2D than Dreamcast (not to mention longer loads).

So if you did not like the DC SNK ports, you won't like the PS2 ports.
 

Mark of the Wolves

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I'd say it depends on how they go about porting the game. Hopefully they understand the PS2's architecture. Only thing is the PS2 doesn't have as much RAM as the Neo Geo. Pretty much expect Capcom Vs SNK 2.
 

sha-v

Crossed Swords Squire
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May 15, 2002
Posts
191
Originally posted by Mark of the Wolves:
<strong>Only thing is the PS2 doesn't have as much RAM as the Neo Geo.</strong><hr></blockquote>

I doubt that the PS2 has less than 64kb RAM :)
 

Huxley

Fu'un-Ken Master
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I'd say the PS2 can do a good enough job, if the developers put some effort in...which they probably wont...
 

Fran

today forever
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Originally posted by neobuyer:
<strong>

The PS2 or any other system can only play a port of the game, and while a good 2D machine like the DC can do a fairly good job, often coming very close to the MVS original, it's still a port</strong><hr></blockquote>

try and explain that to YOU KNOW WHO


kids these days


cant afford a neo

so they claim the dc ports are better


:rolleyes:
 

Tarma

Old Man
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I think they could do a pretty good job if they put their mind too it... I'm pretty pleased with the way Guilty Gear X plays on the PS2 :)
 

Reno Garcia

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May 26, 2001
Posts
370
Hmmm, I don´t sure that have better the PS2 .... so changes the game completemly, many people don´t like KOF 2K1, and many insults backgrounds, music and characters..., SNK Neo Geo can change their desenvolupment of their games for better systems that the Neo-geo, or see a many bullshit of games.... .
 

Nesagwa

Beard of Zeus,
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just wait for the gamecube ports. just you wait.
 

johnf878

Zero's Secretary
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Posts
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Originally posted by Mark of the Wolves:
<strong>I'd say it depends on how they go about porting the game. Hopefully they understand the PS2's architecture. Only thing is the PS2 doesn't have as much RAM as the Neo Geo. Pretty much expect Capcom Vs SNK 2.</strong><hr></blockquote>

Doesn't the PS2 have 32mb of RAM and the Neo Geo like 7? I haven't done my research but I'm pretty sure the PS2 has more RAM.
 

Mark of the Wolves

mullet bullet
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Originally posted by johnf878:
<strong>

Doesn't the PS2 have 32mb of RAM and the Neo Geo like 7? I haven't done my research but I'm pretty sure the PS2 has more RAM.</strong><hr></blockquote>

If the PS2 really has that much RAM the only problem with the ports should be that the PS2 doesn't automatically perform anti-alaising if I'm correct. I'll go look it up.
 

DIY

Loyal Neo-Disciple
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Posts
1,231
Originally posted by Fran:
<strong>

try and explain that to YOU KNOW WHO


kids these days


cant afford a neo

so they claim the dc ports are better


:rolleyes: </strong><hr></blockquote>

Yeah yeah? well DC had FMV!!!!!!!!!!!
 

Mark of the Wolves

mullet bullet
Joined
Apr 7, 2002
Posts
6,984
PS2

CPU: Complete 128-bit Emotion Engine

System Clock: 294.912 MHz

Cache Memory: Instruction: 16KB, Data: 8KB + 16KB (ScrP)

Main Memory: Direct Rambus (Direct RDRAM)

Memory Size: 32MB

Memory Bus Bandwidth: 3.2GB per second

Co-processor: FPU (Floating Point Unit)
Floating Point Multiply Accumulator x 1
Floating Point Divider x 1

Vector Units: VU0 and VU1
Floating Point Multiply Accumulator x 9
Floating Point Divider x 3

Floating Point Performance: 6.2 GFLOPS

3D CG Geometric
Transformation 66 million polygons per second

Compressed Image Decoder: MPEG2



Graphics: Graphics Synthesizer

Clock Frequency: 147.456MHz

Embedded DRAM: 4MB

DRAM Bus bandwidth: 48GB per second

DRAM Bus width: 2560 Bits

Pixel Configuration: RGB: Alpha: Z Buffer (24:8:32)

Polygon Drawing Rate: 75 million polygons per second

Screen Resolution: Variable from 256 x 224 to 1280 x 1024

Sound: SPU2 and CPU

Number of Voices: ADPCM: 48ch on SPU2 plus definable, software programmable voices

Sound Memory: 2MB

Output Frequency: Variable up to 48 KHz (DAT quality)<![endif]>

IOP: I/O Processor

CPU Core: PlayStation (current) CPU

Clock Frequency: 33.8688MHz or 36.864MHz (Selectable)

IOP Memory: 2MB

Sub Bus: 32-bit

Interface Types: IEEE1394 (FireWire), Universal Serial
Bus (USB) x 2
Controller Port x 2 , Memory Card x 2

Disc Device: CD-ROM and DVD-ROM

Device Speed CD-ROM 24 times speed
DVD-ROM 4 times speed

DC

CPU: Hitachi SH-4
200MHz clock rate
360 MIPS (millions of instructions per second)
1.4 billion floating-point operations per second
128-bit 3D processing power
800+ MBytes/second bus bandwidth
Graphics Core: NEC PowerVR Second Generation
3 million polygons/second peak rendering rate
Perspective-Correct Texture Mapping
Point, Bilinear, Trilinear and Anisotropic Mip-map filtering
Gouraud shading
z-buffer
Colored light sourcing
Full scene anti-aliasing
Hardware-based Fog
Bump mapping
16.77 million colors
Hardware-based texture compression
Shadow and Light volumes
Super sampling
Memory
16MB main RAM
8MB video RAM
2MB sound RAM
Sound: Yamaha Audio Core
RISC CPU
DSP for real-time effects
64 sound channels
Full 3D sound support
Hardware-based audio compression
Storage Media: CD-Rom
1 Gbyte data storage
12x speed Constant Angular Velocity drive

Neo Geo CD

Processor:
68000, Z80
Resolution:
320x224
Color Palatte:
65,536
Max Colors on screen:
4096
Max sprites on screen:
380
Sound Channels:
8-FM synthesis, 7-Digital
Internal RAM:
56 Mbits
CD-ROM Drive:
Single speed, Double speed (CD-Z)

CDZ

Format: CD ROM
CPU: 24-bits total
16-bit 68000 RISC processor, running at 12 Mhz
Memory: 56 Mbits DRAM
512K VRAM
64K SRAM
Graphics: 4,096 colors from a 16-bit palette
320x224 resolution
380 max. on-screen sprites
Sound: Z80 chip operating at 4 Mhz
13-channel stereo Yamaha 2610

Neo Geo AES

Processor:
68000, Z80
Resolution:
320x224
Color Palatte:
65,536
Max Colors on screen:
4096
Max sprites on screen:
380
Sound Channels:
8-FM synthesis, 7-Digital
Internal RAM:
Memory Card

Ok that's every possible thing I could find...
 

Huxley

Fu'un-Ken Master
Joined
Oct 5, 2001
Posts
1,544
Originally posted by Mark of the Wolves:
<strong>

If the PS2 really has that much RAM the only problem with the ports should be that the PS2 doesn't automatically perform anti-alaising if I'm correct. I'll go look it up.</strong><hr></blockquote>

And neither does the Neo...I dont know my techie shit, but from what I gather the PS2 doesnt have enough memory to cope with all the frames of animation or something. But with decent coding (and a few tricks) a similar quality to that of the original can be acheived.
 

Mark of the Wolves

mullet bullet
Joined
Apr 7, 2002
Posts
6,984
The Neo Geo has 56 Mbits of RAM. <a href="http://www.gamesdomain.com/faqdir/Neo_Geo.txt" target="_blank">http://www.gamesdomain.com/faqdir/Neo_Geo.txt</a> thats a lot.

EDIT: Ok so from what I picked up over the years the PS2 only has 4MB or RAM available unless you use the architecture in specific ways. The new way is to use dynamic texturing and have the PS2 constantly swap textures and whatnot. This is what SOCOM does. So I guess if Playmore can do that dynamic texturing it would come out alot better. And I'm no tech-head either, but thats what I came up with.

[ May 24, 2002: Message edited by: Mark of the Wolves ]</p>
 

Loefye

Lt. Laser,
Joined
Feb 27, 2002
Posts
2,835
Is a port confirmed or somthing? I never heard about this. Also, lol Spinmaster, love your sig, its so creative and funny.
 

Huxley

Fu'un-Ken Master
Joined
Oct 5, 2001
Posts
1,544
Originally posted by Mark of the Wolves:
<strong>The Neo Geo has 56 Mbits of RAM. <a href="http://www.gamesdomain.com/faqdir/Neo_Geo.txt" target="_blank">http://www.gamesdomain.com/faqdir/Neo_Geo.txt</a> thats a lot.

EDIT: Ok so from what I picked up over the years the PS2 only has 4MB or RAM available unless you use the architecture in specific ways. The new way is to use dynamic texturing and have the PS2 constantly swap textures and whatnot. This is what SOCOM does. So I guess if Playmore can do that dynamic texturing it would come out alot better. And I'm no tech-head either, but thats what I came up with.

[ May 24, 2002: Message edited by: Mark of the Wolves ]</strong><hr></blockquote>

Nice work :)

But we all know Playmore won't pull their finger out. Uhh...actually, who is developing this for the PS2? Anyone know?
 

Mark of the Wolves

mullet bullet
Joined
Apr 7, 2002
Posts
6,984
Originally posted by Huxley:
<strong>

Nice work :)

But we all know Playmore won't pull their finger out. Uhh...actually, who is developing this for the PS2? Anyone know?</strong><hr></blockquote>

But it does go back to what you said. If the PS2 has 32 and the Neo Geo 56 thats a big difference. The GC has 43 and the Xbox has 64 which would be more than enough.
 

Jackal

SouthTown StreetSweeper
Joined
Oct 30, 2000
Posts
1,093
56Mbits is 7 MBytes. PS2 has a little more than 4 times that (if you want to talk Mbits, then try 256 Mbits).

I'm staying optimistic on this one. Now if the port of KOF2001 turns out bad, then I'll start being concerned.

Ports can be good... On the Saturn, KOF'95 is damn nice. Forget for a second about all the flawed ones that followed (KOF'96 with the Edit Team ending crash, KOF'97 with missing sounds and a reduced palette, Metal Slug with more slowdown, etc.). Some other Saturn games such as RayForce, Battle Garegga, Kyukyoku Tiger 2, etc. that are arcade ports happen to be dead ringers for the orignal.

That being said- it's all up to the programmers. Load times will probably not be all that bad (CvS2 has some, but not an objectionable amount). Cross your fingers.
 

Argentina94

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Feb 18, 2002
Posts
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I don't see why not. CVS2 is a pretty good port. The only problem with the PS2 is the control pad, which is not fighting-game-friendly. An arcade stick would change that, though.

Still, I'd prefer the cart version. Even if the game arrived for Neo CD, I still hate the loading times for the games. The DC was pretty quick with that, but I liked their pad better for fighting games anyway.
 
C

Caris Nautilus

Guest
Originally posted by Fran:
<strong>

try and explain that to YOU KNOW WHO


kids these days


cant afford a neo

so they claim the dc ports are better


:rolleyes: </strong><hr></blockquote>

No we afford MVS, and spend the money we'd be wasting on 400 dollar AES games on other things (like more than one game!). It's called smart money management, you garden DIIGG.

[ May 24, 2002: Message edited by: Drift King EX ]</p>
 
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