Page 1 of 1

Marvel vs Capcom 2 for X-Box Live & PSN

PostPosted:Mon Apr 27, 2009 11:18 pm
by Eric

PostPosted:Mon Apr 27, 2009 11:33 pm
by Lox
Man, I hope this happens soon. I'll be picking this up for the PS3 for sure

PostPosted:Mon Apr 27, 2009 11:47 pm
by Mental
Fap fap. Time to throw down.

PostPosted:Mon Apr 27, 2009 11:47 pm
by Eric
Replay wrote:Fap fap. Time to throw down.
It's ONNNNNNN.

PostPosted:Tue Apr 28, 2009 12:26 am
by M'k'n'zy
I will be grabbing it on 360 as I have no PS3

PostPosted:Tue Apr 28, 2009 2:34 am
by Mental
M'k'n'zy wrote:I will be grabbing it on 360 as I have no PS3
me too.

Re: Marvel vs Capcom 2 for X-Box Live & PSN

PostPosted:Tue Apr 28, 2009 7:40 am
by SineSwiper
Eric wrote:Image
Pixelated.
Blur filter.
Sharpen filter.

PostPosted:Tue Apr 28, 2009 8:24 am
by Chris
*wet pants*

PostPosted:Tue Apr 28, 2009 2:33 pm
by Mental
Yes, Sine, there are shaders. This is a GOOD thing. They are easy to do and improve the game a lot. Considering how many modern games don't bother to offer a decent set of postprocessing filters even though the technology to do so is about six years old at this point, wouldn't you say that's a cool option?

...Eric, those ARE shots from ingame postprocessing options, right?

PostPosted:Tue Apr 28, 2009 10:41 pm
by SineSwiper
Replay, it's sprites. Why the hell would there be in-game post-processing on sprites? That would be a total waste of CPU cycles.

PostPosted:Tue Apr 28, 2009 10:53 pm
by Mental
Are you daft? Do you have any idea what a pixel shader is? There's about a billion things you can do postprocessing sprites. And since it's 2D - you usually have the extra CPU cycles to shade with...

PostPosted:Wed Apr 29, 2009 3:37 am
by bovine
playing MvC2 on the PS2 reveals that it is an ugly game. Bovine welcomes these changes with open arms. ESPECIALLY that you can use your own music on the 360. MvC2 had pretty much the worst fighting game music of all time ever.

PostPosted:Wed Apr 29, 2009 3:41 am
by Eric
bovine wrote:playing MvC2 on the PS2 reveals that it is an ugly game. Bovine welcomes these changes with open arms. ESPECIALLY that you can use your own music on the 360. MvC2 had pretty much the worst fighting game music of all time ever.
I'm gonna take you for a ride.

PostPosted:Wed Apr 29, 2009 7:53 am
by SineSwiper
Replay wrote:Are you daft? Do you have any idea what a pixel shader is? There's about a billion things you can do postprocessing sprites. And since it's 2D - you usually have the extra CPU cycles to shade with...
Look, just automate something with all of the sprite graphics and a copy of libGD. Put a batch processing on all of the sprites in a blur filter. Save the files. Then do the same with a sharpen filter. Save the files. Now, you don't have to waste CPU cycles.

Yeah, maybe there are CPU cycles to waste, but it's against my religion to PURPOSELY waste CPU cycles.
bovine wrote:playing MvC2 on the PS2 reveals that it is an ugly game. Bovine welcomes these changes with open arms. ESPECIALLY that you can use your own music on the 360. MvC2 had pretty much the worst fighting game music of all time ever.
Maybe I'll throw in the 3rd Strike music. That was a good soundtrack.

PostPosted:Wed Apr 29, 2009 11:36 am
by Kupek
SineSwiper wrote:Yeah, maybe there are CPU cycles to waste, but it's against my religion to PURPOSELY waste CPU cycles.
It's not that simple. (I should make a macro for that sentence.) Keep in mind they'll probably allow people to choose from multiple filters, including keeping the original sprite work for people who don't have HD tvs.

So you're faced with a classic time-space tradeoff. You can save time by doing all of the postprocessing upfront and saving static images, but then you consume more space. Or you can consume less space, and apply all of your filters at runtime.

Also keep in mind that the artwork might be transformed - that is, there probably won't be a 1-1 pixel mapping from the original artwork to the image sent to the frame buffer. Runtime post-processing of the image will probably give you a better result, since it works on the actual image being sent to the frame buffer.

PostPosted:Wed Apr 29, 2009 1:07 pm
by Mental
SineSwiper wrote:
Replay wrote:Are you daft? Do you have any idea what a pixel shader is? There's about a billion things you can do postprocessing sprites. And since it's 2D - you usually have the extra CPU cycles to shade with...
Look, just automate something with all of the sprite graphics and a copy of libGD. Put a batch processing on all of the sprites in a blur filter. Save the files. Then do the same with a sharpen filter. Save the files. Now, you don't have to waste CPU cycles.

Yeah, maybe there are CPU cycles to waste, but it's against my religion to PURPOSELY waste CPU cycles.
And, like most religions, this one is leading you into dogma and superstition. :P You can do more with a shader, plus, for stuff like this, these shaders are solved problems. Yes, you can squeeze more CPU out if you WANTED to tell everyone to redo all the sprites and save them. Do you know how much artwork that is and how much extra space? Do you know how MUCH art MvC2 has? It's up there with the most art-heavy sprite games of all time. And no, when you're talking about that many sprites and that big, it's not a trivial amount of space even on a DVD really. These shaders probably took somebody maybe two or three days (at most) for someone to integrate into an engine. That's a HUGE savings on dev cost.

And don't give me the "durrr it's MvC they have money to waste" crap. Nobody ever has money to lose. That ain't religion. It's survival.

PostPosted:Wed Apr 29, 2009 1:09 pm
by Mental
Also, maybe that IS how they did it. (I doubt it, but who knows?)

Who cares? I'm going back to drooling over the thought of beating you guys (yeah right) over the internet so hard you kick me off the boards again. :)

PostPosted:Wed Apr 29, 2009 3:45 pm
by Chris
Eric wrote:
bovine wrote:playing MvC2 on the PS2 reveals that it is an ugly game. Bovine welcomes these changes with open arms. ESPECIALLY that you can use your own music on the 360. MvC2 had pretty much the worst fighting game music of all time ever.
I'm gonna take you for a ride.
INDESTRUCTIBLE!

PostPosted:Wed Apr 29, 2009 8:38 pm
by bovine