Double Agent
Legend of graphics - June 10, 2000 - Andrew Kaufmann

Disclaimer: The opinions expressed within this column are those of the participants and the moderator, and do not necessarily reflect those of the GIA. There is coarse language and potentially offensive material afoot. I have a pile of disposable dishes sitting on my desk. Mayhaps I should invest in a trash can. Don't say we didn't warn you.


I am terribly unhappy as I write this column. Well, not TERRIBLY unhappy, but unhappy nonetheless. My beloved Dallas Stars lost in double overtime to the New Jersey Devils, giving up rights to the Stanley Cup in the process. It was a good game though, and the winning goal was a pretty nice shot. Ah, well. As a Dallas Mavericks and Texas Rangers fan, I repeat my usual mantra: there's always next year.

Some anti-aliasing stuff

> The PS2 does have anti-aliasing, but it's apparently not as easy to use as
> in other consoles. I will, however, go on record as saying the
> PS2's anti-aliasing problems are probably first generation software issues
> that are likely to be solved shortly, much like the slowdown that plagued the
> first few SNES titles.

MGS2 doesn't use it. The problem with using AA is that it requires a bigger frame buffer. Full Scene Anti Aliasing like you would see with a PC video card generally requires twice the space in RAM. Oh yeah, it also tends to cut down system performance by 40-50%, which would leave the PS2 with graphic qualities about on par with the Dreamcast.

There are exceptions to the rule, of course (the N64 loses no performance with its AA methods), but I suspect it will be quite some time before so called "killer-apps"have it. Anti-aliasing is great, buts its not as important as more detailed textures or better environmental effects - I suspect features like real-time shadows and the infamous "tarp" from the trailer would not be possible with AA activated.

Maybe with FF 12....

KZ

I don't know jack squat about graphics, so I'll trust that the mighty KZ has his facts correct. Thanks, KZ!

Some more anti-aliasing stuff

Hail AK,

In relation to Chris and Red Raven's message yesterday regarding the PS2 and anti-aliasing:

I'm not personally familiar with the hardware, and can't prove what I'm about to say, but I "know a guy" that has worked with a TOOL kit for a while, and I can offer a fairly informed message. >From what I understand, the PS2 can handle a form or two of AA. The drawback is that it is currently unable to perform any of that whilst it performs depth and motion blurring. I didn't query any further, since I didn't want to look the gift-horse in the mouth, but I've got some educated opinions on it.. The use of AA should eventually come into play with programming tricks and/or driver updates -- much like the PSX being capable of rudimentary motion blur with the recent generation's code updates. Whether or not it will eventually be done while the blur effects are active is completely up to the process in which they render the scenes. While I don't have the proper forum to explain why that is, I think I can explain the methods of AA they could use without taking up *way* too much space...

If they were to use FSAA (full screen anti-aliasing) then it'd need to kick out at least 4x as much scene data per frame in order to get an acceptable effect. That could slow it down 50 or more percent, easily, and wouldn't be terribly great (anyone familiar with the new Voodoo5 cards for PC should know what I'm talking about). FSAA is the best way to go, but the quality is dependant on how many taps go into the process. Each "tap" is one screen worth of data. The V5's highest calibre FSAA mode is 4-tap, which cuts the speed in half, and produces a fairly okay result. The downside is that it's not something we can do terribly well in real-time yet. 4-tap AA is actually very rudimentary compared to something like an SGI still-render, which is usually something like 16 taps.

The alternate traditional route would be EAA (edge anti-aliasing), which is equivalent to what the DC and N64 can do when they're having good days. While this isn't perfect by any means, it's still a noticeable improvement from nothing at all. My memory is hazy, but I think this method would cut the processing speed down 1/4 to 1/3, compared to FSAA's 1/2 to 2/3, so it may be the best option to take. This can also be done in-software, btb, so it should be available to anyone willing to write the code for it, instead of being something that is likely hardware-dependant such as the blurring effects.

There may be other ways, but those are the big two to deal with. 4-tap FSAA is mostly dependant on the hardware, and may require a larger frame buffer than the PS2 provides; and EAA should be a viable option that nobody has pieced together yet. Either way, I believe it'll show up. Compare Ridge Racer to R4, and you'll get a good idea of how far a system can grow from 1st gen to 4th gen; the PS2 will very likely follow the same sort of path. I know it's physically possible, since bleem! and bleemcast! are coming with AA options...PS2's in-grown PSX emulation should be able to run AA 3x better without a hitch, but I'll bet you a fruitcake that they haven't put it in because people would complain about the PSX emulation having it and the PS2's native games not having it. The brass care more about saving face than giving the best experience, so that's my theory.

At any rate, as much as it was a huge bummer to not see AA, I believe we're all eventually going to put this aside and start hating their guts for only giving us 4 megs of VRAM. That's half as much as the DC, and a sneeze compared to X-Box's unified memory structure (I don't recall Dolphin's current rumor-stats so I'll leave it at that). Unless they allow us to get a RAM upgrade ala the N64, they will burn hard and burn fast. (Even that would open its own can of worms..)

Drat. I could write an essay..-
Jagger

That was very long, but informative. Like I said before, I know nothing about this kind of stuff, so I'll assume you speak truths. Thanks!

It's really nifty looking, though!

Alrighty, Mr. Kaufman, it's the $64,000 question--

Why in the hell would anyone want to buy a PS One-- a "portable" system that won't have its own monitor for at least half a year, which sort of defeats the purpose-- when you could just buy a regular Playstation for $50 less than the redesign? Come on, the Playstation isn't THAT big...

I've been asking that very question myself. I think Sony is trying to appeal to the gizmo-crazy in us -- try to sell some units to the people that have TVs and navigational systems in their cars and own TI-92s. It looks pretty cool, but it's still just a Playstation. It's sorta-semi- portable, but not enough so that many people would buy it with the intent to really travel everywhere with it. Even though I could see how it could be useful on an airplane, assuming you can find an outlet to plug it into. I don't know about you, but I won't be buying one.

A Legend of Mana tip

Well since i live out in the back woods, and haven't surfed around for any cool tips for LOM; this may be old news...

If you take your character to a dead end in any of the towns/areas where there are baddies, beat the baddy (maybe optional, who wouldn't?), leave and immediately come back to the same dead end, you get a monster egg! If you repeat this w/o getting the egg, sometimes you'll get an elemental!

Happiness,

nash
Oh yeah, this game could ruin my GPA.

Cool tip, dude, I didn't know that myself. Legend of Mana seems to be into the "revisit areas" thing. I'm not very far in myself, and for the rest of you that aren't, you might not want to read the next letter...

Warning: Legend of Mana information you may or may not want (kinda-spoilerish)

As far as Legend of Mana being more gameplay than story oriented, I'd have to partially agree. While I didn't have the faintest clue what the actual *point* of the game was or what the ultimate goal was, the actual adventures themselves were totally engrossing. So through playing the game, you make your own story and as such an overriding story would just get in the way. I was disappointed when I accidently beat Legend of Mana because I was right in the middle of a really interested story with Elazul, Pearl, and the Jumi. So I watched the ending, reloaded, and I'm back on my way.

Now if only the game didn't occaisonally leave you saying, "duh, what now?" It's very heavy into making the gamer actually *look* at what is going on. There was one quest where I was asked who had blue eyes. I mean, who normally keeps track of that detail? Another time I was asked if I had ever seen anyone like another character. I won't even go into what you have to pay attention to for the first Desert quest...heh. Overall, I like needing that level of attention, to appreciate the game more, and at least you have the fruity (literally) fortune teller if you need a sometimes accurate hint.

Decisions are very, very important in Legend of Mana. That's fun, because then you get to play yourself as an evil character or as a good one and get different experiences for each.

As far as stupid video game experiences go, it took me 10 hours of gameplay to figure out that you can take a pet with you and still have room for the assorted NPCs. I thought the pet would take their spot...even though I remember Secret of Mana had 3 slots.

George Greer

I'm only about 10 hours into the game myself, and I keep looking for a plot that unifies these subquests, and I'm constantly frustrated by the fact that I can't find one. Admittedly, most of the subquests are fun (the one in the jungle with the gates comes to mind as one that is far from fun), but I have this aching desire for a plot that brings it all together.

I have to admit I'm a bit disappointed that, according to this letter, there isn't one. That's not going to stop me from playing on, because the game truly is fun. I don't know that I'll feel "whole" if I don't get a plot, though. Don't be too turned off by this letter, though, everyone: the game is still fun. I'd give it a try, assuming it's in the budget. The graphics are truly breathtaking.

And, um, here's another stupid video game experience I can relate to. I'll have to remember to take a pet with me next time...

Legend of Mana complaint

I dont especially care for Legend of Mana. Its not for the reason you might think, but simply because they ruined the combat system. That brief pause between encountering the enemies is a mortal sin against the Mana routine. You can change everything else, but change that and you've detroyed a legacy.

I also look at the animation and wonder why it looks choppy. When I think back (and look back) at the previous games in the series, combat was seamless and beautiful. Now I feel like the characters are being animated on far fewer frames.

The fact that you can now miss by being even slightly off course also hurts the flow of battle. When I charge into battle and the damn Mushroom moves over a notch and my whole combo misses, I feel robbed and frustrated. This was never a problem in the second and third Mana games, although ive never played the first one.

And finally we come to the GREATEST insult to the combat system. Who's bright idea was it to NOT show little numbers denoting damage? Is that not a wonderful thing? To hit an opponent for massive damage, and think, damn im good! But nooooooooooo, we have to have these silly life bars in its place. No longer am I able to get hit a few times and do the math in my head, NOW I have to look at my stupid bar to see if im near death. It was all so simple and perfect before. What have the fools done?

Kandrin on ice.

For the most part, I like Legend of Mana's battle system. I was a bit surprised to find that Square strayed from their traditional Seiken Densetsu battles by having a separate "battle mode" as opposed to "explore" mode, but I don't have a serious problem with it. Having energy bars is OK by me, too.

The other issues you bring up are very irritating, though. The fact you can only attack west-east and not north-south is very annoying, as is the fact you have to hit an enemy in exactly the right spot lest you miss and waste your attack.

Graphically, Legend of Mana is breathtaking, but I think it's possible Square got a bit carried away. The Playstation is a good peice of hardware, but it just can't quite handle Square's lofty ambitions for Legend of Mana. There are often three enemies, the hero, an NPC, a pet, spell animations and backgrounds in motion all at once, and all with very fine levels of detail. Legend of Mana may be one game that should have waited for the Playstation 2.

Aw, shucks, someone noticed

I'm quite disappointed in you AK. It's 11:05 on the 10th, and the column for the 9th is still up. Not that I don't like chris or anything, but c'mon. I want a new column.

Hey, haven't you realized yet that I'm a late night person, and don't usually put this thing up until the very wee hours of the morning? Right now it's 4:30 A.M., and I'm still chugging along on the column...

An ego booster

Wow...Princess Jemmy. An intelligent girl who plays videogames. I think I'm in love...

Primus

I'm afraid she's probably out of your league, Primus. Of course, as a famed (not) letters columnist... haha. Just kidding. I'm sure Princess Jemmy's ego will be nicely boosted by your letter, though. And who knows what may happen!

Closing Comments:

I bet I could have gotten this column done much earlier if I had an attention span that was just slightly longer. Oh, well.

-Andrew Kaufmann

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