• This is a reminder of 3 IMPORTANT RULES:

    1- External self-promotion websites or apps are NOT allowed here, like Discord/Twitter/Patreon/etc.

    2- Do NOT post in other languages. English-only.

    3- Crack/Warez/Piracy talk is NOT allowed.

    Breaking any of the above rules will result in your messages being deleted and you will be banned upon repetition.

    Please, stop by this thread SoccerGaming Forum Rules And Guidelines and make sure you read and understand our policies.

    Thank you!

i got PES4 today - 2 weeks early!!

jumbo

Starting XI
Originally posted by Han
Here I am :D
Konami themselfs said they were at the limits of the playstation's capabillities, so I blamed the slowdowns to that. Well done Konami with optimizing the code and removing the slowdown :)
The minor slowdowns some people still see, may indeed have to do with an older type Playstation...
What I think Konami did (I am programmer, so I know what ways there are to optimizing things) is that they cutted some sprites in the animation-sequence of the players. If you do that with 21 players in a packed penalty-area you may remove slowdowns.
Not sure of course, but I would do it that way :)
Did you notice a slight increase in speed of the game? Could have to do with what I just explained.... ;)
(BTW I still think that the PS2 cannot handle on-line for this game; THAT really would be too much).
 

jumbo

Starting XI
Originally posted by Han
Here I am :D
Konami themselfs said they were at the limits of the playstation's capabillities, so I blamed the slowdowns to that. Well done Konami with optimizing the code and removing the slowdown :)
The minor slowdowns some people still see, may indeed have to do with an older type Playstation...
What I think Konami did (I am programmer, so I know what ways there are to optimizing things) is that they cutted some sprites in the animation-sequence of the players. If you do that with 21 players in a packed penalty-area you may remove slowdowns.
Not sure of course, but I would do it that way :)
Did you notice a slight increase in speed of the game? Could have to do with what I just explained.... ;)
(BTW I still think that the PS2 cannot handle on-line for this game; THAT really would be too much).
 

jumbo

Starting XI
Originally posted by Han
Here I am :D
Konami themselfs said they were at the limits of the playstation's capabillities, so I blamed the slowdowns to that. Well done Konami with optimizing the code and removing the slowdown :)
The minor slowdowns some people still see, may indeed have to do with an older type Playstation...
What I think Konami did (I am programmer, so I know what ways there are to optimizing things) is that they cutted some sprites in the animation-sequence of the players. If you do that with 21 players in a packed penalty-area you may remove slowdowns.
Not sure of course, but I would do it that way :)
Did you notice a slight increase in speed of the game? Could have to do with what I just explained.... ;)
(BTW I still think that the PS2 cannot handle on-line for this game; THAT really would be too much).

Well, slowdown DOESN'T have to be caused by the things related to graphics.

If it was me taking care of this problem, I'd re-write all the routines (for a.i. for handling graphics) more efficiently, turn a few things around here and there to free up some memory...

If PS2 can handle 16 players in Socom 2, SW:BF, KillZone, 6 in GT4 (which is far more advanced then WE) I don't see why it couldn't handle 2 players in Online mode.

If you think about it, Hardware is not the limit, it's how far the Programmer is willing to go.

:mrpimp:
 

Han

Senior Squad
Originally posted by jumbo
Well, slowdown DOESN'T have to be caused by the things related to graphics.

If it was me taking care of this problem, I'd re-write all the routines (for a.i. for handling graphics) more efficiently, turn a few things around here and there to free up some memory...


Konami wouldn't be that good if they did'nt do this before.
But I agree, things are hard to improve when you write in assembly-code (I cannot imagine the game is written in a higher language).

If PS2 can handle 16 players in Socom 2, SW:BF, KillZone, 6 in GT4 (which is far more advanced then WE) I don't see why it couldn't handle 2 players in Online mode.

I never played these games, but do they also use huge amount of sprites etc.?

If you think about it, Hardware is not the limit, it's how far the Programmer is willing to go.
:mrpimp:
Ask Konami ;)
 

jumbo

Starting XI
Originally posted by Han

Konami wouldn't be that good if they did'nt do this before.
But I agree, things are hard to improve when you write in assembly-code (I cannot imagine the game is written in a higher language).
[/b]
I never played these games, but do they also use huge amount of sprites etc.?
[/b]
Ask Konami ;) [/B]

1) ;)

2) Yeah, they do use lots of sprites for environment objects such as grass, tress, (fooliage of any kind), gt4 has that and also animated 2d fans around the tracks, etc.

3) I wouldn't trust KONAMI for shlt. 1) They been huggin one and the same engine since we5, 2) Their releases come out a year apart, 3) They have no beta testers, 4) they suck at programming anyways :p

Peace! :)
 

Han

Senior Squad
Ehh... did I understand you correctly; did you say Konami sucks at programming anyway????? :o
I think we got decent football games to say the least and they programmed them themselves :rolleyes:
 

jumbo

Starting XI
Well, programming and designing are two different things.

I know what you mean though.

It's the design of WE/PES that makes it so over the top - the animations, the graphics, the freedom, etc.

Programming = writing the code for all that to make it work.

KONAMI's programming = not great, sloppy.

Let me give ya some examples: WE7 - stutter bug, WE8 - slowdown, there was slowdown in WE6I, etc.
 

Han

Senior Squad
Okay, but football is so complex to program; think about the AI if the cpu-controlled players, the strategies the collission detecting which need to be perfect in every aspect. They need to work a lot with interrupts and they are time-critical, because they must leave the interupt before the next is called. Yes, than you can get some minor bugs.
Because of this complexness I think Konami did a hell of a job.. :)
 

Han

Senior Squad
Oh and you can change your signature: Konami told me that at their release-list Xbox is scheduled at 19 november :)
 

jumbo

Starting XI
Originally posted by Han
Okay, but football is so complex to program; think about the AI if the cpu-controlled players, the strategies the collission detecting which need to be perfect in every aspect. They need to work a lot with interrupts and they are time-critical, because they must leave the interupt before the next is called. Yes, than you can get some minor bugs.
Because of this complexness I think Konami did a hell of a job.. :)

Yep, I perfectly understand that. :)
 

GooseTickler

Club Supporter
been playing for some time now and have noticed a few transfers they missed:

Saviola (FC Barcelone to AS Monaco)
Ibrahimovic (AJAX to Juventus)
Cannavaro (Inter to Juventus)
Rooney (Everton to Ma,chester United)
Mido (Marseille to Roma)
Wiltord (arsenal to Lyon)
Eto'o (Mallorca to Barcelona)
Juninho [also caled pauleta] (Middlesbrough to Celtic)
Miccoli (Juventus to Fiorentina)
Woodgate (Newcastle to Real Madrid)
Tiago (Benfica to Chelsea)
Carr (Spurs to Newcastle)
Naybet (Deportivo to Spurs)
Pamarot (Nice to Spurs)
Adani [Inter -> Brescia]
Danny Murphy (Liverpool -> Charlton)
Ventola [Inter -> Crystal Palace]
Pancaro [Lazio -> AC Milan]
Diego Forlan (Man U --> Villarreal)
Garcia (barca - Liverpool)


i might have made a few mistakes there, maybe i just cant find the players cause they're names r different.
 


Top