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In Second Sight, players explore levels primarily with a third-person perspective – which by default is in free-roam but can be switched to a fixed perspective – though at times the camera switches to a first-person viewpoint either by switching it through the camera controls, or when moving through a crawlspace. Each level features a set ...
The PS2's unique hardware arrangement with no less than 10 processing units were difficult to come to grips with. Many developers struggled initially with programming the hardware. The PS2's Graphics Synthesizer (GS) has fast dedicated video memory, though it is limited in the amount of data it can hold.
GameCube has a broadband adapter and ethernet cable. ASCII Corporation produced a keyboard for Phantasy Star Online. Nintendo's GameCube did not put heavy focus on online games earlier in the console's life. Only eight GameCube games support network connectivity, five with Internet support and three with local area network (LAN) support.
PCSX2 is a free and open-source emulator of the PlayStation 2 for x86 computers. It supports most PlayStation 2 video games with a high level of compatibility and functionality, and also supports a number of improvements over gameplay on a traditional PlayStation 2, such as the ability to use higher resolutions than native, anti-aliasing and texture filtering. [6]
Unreal Engine 2 (UE2) is the second version of Unreal Engine developed by Epic Games. Unreal Engine 2 transitioned the engine from software rendering to hardware rendering and brought support for multiple platforms like the PS2. The first game using UE2 was released in 2002 and its last update was shipped in 2005. It was succeeded by Unreal ...
In layman's terms, that means that the PS2's first 26 months on store shelves saw it unloading 15.9 million units in the U.S., whereas the Wii has sold 17.5 million here.
RenderWare's principal commercial importance was in providing an off-the-shelf solution to the difficulties of PS2 graphics programming. As such, the engine was often described as "Sony's DirectX" during this era which was a reference to its surrounding framework and toolchain middleware.
The second version of the Vicious Engine, V e2, was released on March 25, 2009, at the Game Developers Conference. It specifically featured improvements for the Xbox 360 and PlayStation 3. It specifically featured improvements for the Xbox 360 and PlayStation 3.