Final fantasy 10....

Sometimes I forget just how little some folks understand game development
it's easy for most people to not understand the difficulties of how something is made. most of us only ever interact with the finished product. and a lot of people don't care how it's made, they just want the thing.
it would take years to port something like ffx to an entirely different system, most likely you would have to build from scratch with a developer kit to do it.
and then, you still have the question of: why do this?
i don't expect this ffx port to ever happen. but it is a bit interesting to think about it.
 
It's often quite annoying to me, as a software developer.
apologies for that. most normal people don't care about the hard work that goes into everything. since i've been learning about the behind the scenes stories and going-ons for a lot of games and some movies, i'm far more chilled and relaxed about waiting for developers to make something. i'd rather have a high quality product that took time to make than a rushed one that ends up disappointing.
i think the story of sonic 06 needs to be more widespread than it is. that might help a bit.
 
oh don't worry about it, you don't have to apologize everyone is free to express themselves. Just as someone who works with code/engines/tools/SDKs on a daily basis, reading gamers take on why "games are unoptimized" or "why cant they do this" is just.. *sigh*
 
oh don't worry about it, you don't have to apologize everyone is free to express themselves. Just as someone who works with code/engines/tools/SDKs on a daily basis, reading gamers take on why "games are unoptimized" or "why cant they do this" is just.. *sigh*
yeah, but i was like that too once, when i was young. i didn't know how games were made, it just seemed like magic. i try to remind people to be patient, but it doesn't work most of the time.
ironicly, if they played rpgs, they might have more patience. i have a fairly high level of that stuff from playing those kinds of games.
 
yeah, some parts are in 3d, but it's usually in small areas like you said. buildings and hallways. it's probably like the same situation with the psx games. the backgrounds were actual 3d models and just had pictures taken of them and used as a backdrop; while the gameplay area is a small 3d space overlaid on top of a picture.
a lot of a game's size is located in the graphics. and ffx has full motion videos too, so the actual game might be a lot smaller.
So would it be possible to reduce the cut scenes down to say a text scroll so that the information is still there but unneeded in regards to the actual gameplay?
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I Don't think you could. if i remember right, Rockstar was going to put GTA3 on the Dreamcast anyhow, and had part of the code done. and since it got Leaked, Fan coders and such have worked on it. but Already had part of the Code to work From.

Most likely it Would not be possible.
if it Could be done. it would have to be Reverse engineered from the ground up.
which without a Large team activity working on it full time, might take Years, or Decades.
View attachment 21235
Sad to here but still glad it was said...?
 
So would it be possible to reduce the cut scenes down to say a text scroll so that the information is still there but unneeded in regards to the actual gameplay?
yeah. you could just cut out the voice acting. skies of arcadia only uses small, quick snippets of voice acting, mainly for battle techniques. the script could still belong though. i have a copy of the game script i found on gamefaqs. it's about 750 kb in total. not all of it is necessary. if you know what you need and don't need, you could trim it down. most of the scenes could be replicated with in game graphics and careful direction on how to execute them.
 

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oh don't worry about it, you don't have to apologize everyone is free to express themselves. Just as someone who works with code/engines/tools/SDKs on a daily basis, reading gamers take on why "games are unoptimized" or "why cant they do this" is just.. *sigh*
This generation without a doubt is unoptimized though. Sometimes you have to be user without years of Unreal engine and nothing else under their belt to notice that visually similar games run with worse FPS with worse native resolutions. Latest example for me is Marvel Rivals that does not significantly look better than say, Overwatch that released years ago. The portal effect halves the performance of the game while Valve developers optimized their's on source engine a decade ago better, as did splitgate where having numerous portals are not hinderance to the gameplay performance, that works at 60fps on last gen hardware.

Of course I do not understand optimization but user can look at the past numbers and current numbers and come to more than less correct conclusion that something ain't right. Mainly unreal 5 has been a disaster that I hope developers would upgrade to 4 from.
"But modern raytraci-" Nobody cares. Deep down all the fake stuff we were doing already looked better and performed the hell and beyond better. Ray-Tracing even with the decade of marketing claims from Nvidia is still: Unoptimized in itself. Well, as optimized as it can be which is great for movie studios, useless to gamers.

Like most amazing things in mostly size optimization is the 119kb FPS .kkrieger that said "In real world these techniques at least partially could be used to reduce texture sizes for fuller games" yet here we are with 100-150gb games for 500gb SSD consoles.

Do most gamers know what they mean or are coping about their 10 year old GPU when they say "unoptimized"? Maybe, likely so. But this generation of gaming aside slop and flop tastic has made more and more gamers get visceral text book examples of what unoptimized is.


The "Why they can't just do this" part I get. I am just a user but I know in computer science, programming etc. Things are not that simple. Seen at clueless gamers say wild stuff for sure.
 
You‘d have to rebuild the entire game from scratch, basically, including the entire 3D geometry, figure out how all the elaborate effects work on completely different hardware then rebuild all the game logic, etc. the list is endless.
While the Dreamcast had a slight if limited edge with texture quality and anti-aliasing the ps2 was much more capable at rendering polygons. I remember an interview with the guys at naughtydog from 2000/2001 where they talked about that in detail. FFX was built from the ground up for the console, making extensive use of the quirks and strengths of the emotion engine. It may not look that impressive anymore but it was fairly high-polygonal stuff for the time and I don’t see the Dreamcast remotely capable of handling the geometry let alone the storage space necessary for such a sizeable game.

Gta3 is much simpler by comparison and I assume it helped a little that the Dreamcast uses windows ce as an OS and still it took countless years.
 

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