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7/9/2025, 1:11:18 AM
>>11854261
When you sink your teeth into it, the heaviest games tend to clock in at 640x480 (low res 480p, still higher than PS2/GC 448p.) Halo 2 being a good example, where it's not running at the true 720x480p, but 640x480. Many Dreamcast games clock in at 720x480, and many Xbox games do too such as Psychonauts. Psychonauts is also an interesting game to look at. It has level loads separating maps, but they're only a few seconds long. It is full of bump, specular mapped textures, dynamic lights, runs in high res 480p mode, is locked to 30fps and very high polygon environments AND 4xMSAA.
Xbox had so many resources that depending non developer priority it could have drastically different goals for its output on Xbox. Titles like Scrapland has seamless on-foot and vehicle movement in a bustling open world, many 480i PS2 games clock at 720p on Xbox, developers can overclock the GPU through software for extra perf . When you play games like Thief 3 it's obvious they wouldn't be possible on the competition. Conker is frequently brought up as a beautiful game, and it sure is. The fur shader looks way too good and even in terms of CPU grunt, this is a box which let you take 4 players online on the same console split-screen in Halo 2 into 16 player matches.
It's truly difficult to clock depending on what the developer wanted to go for. It feels like all the internet has paid attention to is Gamecube games due to how easy it is to emulate. Xbox is known for its big meme games like JSRF but there's so much more to it. Whether a developer wanted to flex CPU or different techniques the GPU was capable of, the known quantities of some games like HL2 give off a bad impression of the console but there's ton to bear witness to. Stranger Wrath, Ninja Gaiden, Otogi 2, Double Steal The Second Clash - all these are stand out games with incredible presentation.
GrimDoomer explains some of this in his Halo 2HD project.
https://www.youtube.com/watch?v=O_nk21389u8
When you sink your teeth into it, the heaviest games tend to clock in at 640x480 (low res 480p, still higher than PS2/GC 448p.) Halo 2 being a good example, where it's not running at the true 720x480p, but 640x480. Many Dreamcast games clock in at 720x480, and many Xbox games do too such as Psychonauts. Psychonauts is also an interesting game to look at. It has level loads separating maps, but they're only a few seconds long. It is full of bump, specular mapped textures, dynamic lights, runs in high res 480p mode, is locked to 30fps and very high polygon environments AND 4xMSAA.
Xbox had so many resources that depending non developer priority it could have drastically different goals for its output on Xbox. Titles like Scrapland has seamless on-foot and vehicle movement in a bustling open world, many 480i PS2 games clock at 720p on Xbox, developers can overclock the GPU through software for extra perf . When you play games like Thief 3 it's obvious they wouldn't be possible on the competition. Conker is frequently brought up as a beautiful game, and it sure is. The fur shader looks way too good and even in terms of CPU grunt, this is a box which let you take 4 players online on the same console split-screen in Halo 2 into 16 player matches.
It's truly difficult to clock depending on what the developer wanted to go for. It feels like all the internet has paid attention to is Gamecube games due to how easy it is to emulate. Xbox is known for its big meme games like JSRF but there's so much more to it. Whether a developer wanted to flex CPU or different techniques the GPU was capable of, the known quantities of some games like HL2 give off a bad impression of the console but there's ton to bear witness to. Stranger Wrath, Ninja Gaiden, Otogi 2, Double Steal The Second Clash - all these are stand out games with incredible presentation.
GrimDoomer explains some of this in his Halo 2HD project.
https://www.youtube.com/watch?v=O_nk21389u8
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