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InsideQC Forums • View topic - PSP performance

PSP performance

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Re: PSP performance

Postby mh » Tue May 01, 2012 6:12 pm

Working around hardware limits or with reduced feature sets is fun, up to a point. The unfortunate thing is that if you want to or need to go beyond that point it becomes most definitely Not Fun. It turns very quickly into a grind, into not delivering, into trading off features for performance and an arms race which can never be won. :evil:
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Re: PSP performance

Postby goldenboy » Tue May 01, 2012 9:20 pm

As a content designer (as opposed to engine coder), having to conform to resources this small would certainly kill the fun for me. Using Quake 1 tech is already a struggle.

It's a fact that however great you are with lego bricks, the general public will applaud the guy who has more eyecandy. Lego bricks or PSPs (or Quake, even) can't compete in the big picture. Unreal and Cryengine can. Heck, people at Mapcore will applaud you for things like fog and sun shafts that take 5 minutes to make, but look pretty.
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Re: PSP performance

Postby leileilol » Tue May 01, 2012 10:04 pm

It's not low spec that's really the problem

but legality of making a game depending on a unauthorized exploit of a closed platform
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Re: PSP performance

Postby mh » Tue May 01, 2012 11:33 pm

Coding, and building, to this kind of spec worked for the original Quake, but that's more or less the kind of limit you need to set.

Legality aside (and despite the legality issues it's still interesting to talk about this kind of thing in more general terms), where PSP ports go wrong is that they start out quite ambitious and then hit a wall. Not only is the hardware spec too restrictive for those ambitions, but the capabilities of the Quake engine, Quake tools, Quake formats and other Quake-level technologies are too restrictive and too primitive. There's a reason why Quake's original hardware requirements were so low, and that reason is because it couldn't really do much and what it could do involved compromises and tradeoffs to fit into those low requirements. So the appeal of Quake as a modding platform for something (and I'm talking in general terms here, not just PSP-specific) with such a low spec is only valid if one is willing to work within those limits.

People often seem to choose Quake as a platform out of an impression of simplicity, low requirements and a large body of community work to draw on, but Quake is really unsuitable for what they actually want to do. Something like Q3A would be much better, for example (and Q3A did run in 32mb of memory on the PS2 so it's not that far-fetched).
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Re: PSP performance

Postby goldenboy » Wed May 02, 2012 7:08 am

True, true. :?
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Re: PSP performance

Postby leileilol » Wed May 02, 2012 10:59 pm

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Re: PSP performance

Postby mankrip » Thu May 03, 2012 3:58 am

Ph'nglui mglw'nafh mankrip Hell's end wgah'nagl fhtagn.
==-=-=-=-=-=-=-=-=-=-==
/ /
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Re: PSP performance

Postby Baker » Fri May 04, 2012 1:15 pm

The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Re: PSP performance

Postby drm_wayne » Sat May 12, 2012 3:25 pm

The PSP is a nice platform, but for Quakemodding i will say no...
The reason are just the limits: Nobody knows them, and almost every engine
is random crashing with no reason...
I am thinking about to drop every PSP modding stuff because it isnt funny anymore,
its annoying.
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Re: PSP performance

Postby RenegadeC » Sat May 12, 2012 7:44 pm

I'm thinking most random crashes happen on console ports is due to shitty compilers in general.
I've had issues with .spr files freezing on PSP and Dreamcast and having to remake them, it's a really weird issue to work around along with the limitations of RAM/CPU/GPU.
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