Do you think we saw a bigger graphics leap from PS1 to PS2, or, from PS2 to PS3?

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Scoob64

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#1 Scoob64
Member since 2008 • 2635 Posts

Just out of curiosity.

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-Hoax-

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#2 -Hoax-
Member since 2008 • 5331 Posts
PS1 to PS2 just look at FF7 and FF12
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tidan

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#3 tidan
Member since 2003 • 369 Posts

I think all these responses will all be opinionated. That being said in my opinion i was more impressed with the jump to the ps2 then with the jump to the ps3. I remember putting in a ps2 game for the first time and being like WOW!!! and with the ps3 i was like hmmm this looks good. So ya i was more impressed with the ps2

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Benjiman_Guile

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#4 Benjiman_Guile
Member since 2009 • 199 Posts
PS1 to PS2 just look at FF7 and FF12-Hoax-
I concur.
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Kerplunk124

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#5 Kerplunk124
Member since 2008 • 58 Posts

Definatly PS1-Ps2

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clarkportmanken

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#6 clarkportmanken
Member since 2003 • 1714 Posts
ps1 to ps2 for sure
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sonynhater

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#7 sonynhater
Member since 2007 • 1078 Posts

i was blown away when i first played my xbox360 on my hd rather than the first xbox. i was really young when the first ps1 came out so i cant really remember

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Duckman5

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#8 Duckman5
Member since 2006 • 18934 Posts
PS1 to PS2 was staggering
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thetruespin

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#9 thetruespin
Member since 2008 • 3256 Posts
PS1 to PS2... easily I waved goodbye to all those horrible pixels for good. That said, when i got and play PS2 games now, it hurts my eyes
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Duckman5

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#10 Duckman5
Member since 2006 • 18934 Posts
[QUOTE="thetruespin"]PS1 to PS2... easily I waved goodbye to all those horrible pixels for good. That said, when i got and play PS2 games now, it hurts my eyes

You mean polygons not pixels right?
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RoganSarine

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#11 RoganSarine
Member since 2005 • 1490 Posts
PS1 to PS2. The graphics where great, and the load times were basically gone.
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Asim90

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#12 Asim90
Member since 2005 • 3692 Posts

Definately PS1 to PS2. A prime example is to compare MGS1 to MGS3; massive difference!

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Scoob64

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#13 Scoob64
Member since 2008 • 2635 Posts

PS1 to PS2 was staggeringDuckman5

true... I mean, I am very impressed by games like Soul Calibur IV and Unchartered... but yeah, going from PS1 to stuff like Tekken 5 was just unreal... I think it has to do with the fact that once you get in HD it takes up a ton of CPU/GPU power to render such high-res stuff...?

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xGho5tx

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#14 xGho5tx
Member since 2008 • 768 Posts
PS1 to PS2
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smithster118

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#16 smithster118
Member since 2008 • 3910 Posts

PS1 to PS2

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Scianix-Black

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#17 Scianix-Black
Member since 2008 • 19297 Posts

[QUOTE="-Hoax-"]PS1 to PS2 just look at FF7 and FF12Benjiman_Guile
I concur.

Seconded.

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busted1der

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#18 busted1der
Member since 2003 • 135 Posts

They're totally different jumps.

PS1 to PS2 was from blurry to realstic and PS2 to PS3 was a less radical jump from "SD" to "HD".

I'd still say PS1 to PS2.

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drknockboot2

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#19 drknockboot2
Member since 2003 • 361 Posts

Finally, a good question. I would love to see some pics of some comparisons from PS1 to PS2.

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hazelnutman

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#20 hazelnutman
Member since 2007 • 9688 Posts
Well. we're not even sure of the limits of this generation. FFXII came out years after the launch of the PS2, after Square relatively had a grasp on the hardware after FFX, X-2, and XI. We can judge by the end of this generation though.
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ratm247

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#21 ratm247
Member since 2005 • 303 Posts
ps2-ps3 biggest leap. i cant tell the difference between ps1 and ps2 graphics. the ps2 graphics were sooo bad i was never really able to play it. sooo many jagged polygons, yet not enough, heh. i played gta, and tekken, other than that i skipped ps2.
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-Hoax-

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#22 -Hoax-
Member since 2008 • 5331 Posts
Well. we're not even sure of the limits of this generation. FFXII came out years after the launch of the PS2, after Square relatively had a grasp on the hardware after FFX, X-2, and XI. We can judge by the end of this generation though.hazelnutman
Hopefully games like Heavy Rain or FF Versus will push those limits
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hazelnutman

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#23 hazelnutman
Member since 2007 • 9688 Posts
ps2-ps3 biggest leap. i cant tell the difference between ps1 and ps2 graphics. the ps2 graphics were sooo bad i was never really able to play it. sooo many jagged polygons, yet not enough, heh. i played gta, and tekken, other than that i skipped ps2.ratm247
Hope you enjoyed missing out.
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Duckman5

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#24 Duckman5
Member since 2006 • 18934 Posts
ps2-ps3 biggest leap. i cant tell the difference between ps1 and ps2 graphics. the ps2 graphics were sooo bad i was never really able to play it. sooo many jagged polygons, yet not enough, heh. i played gta, and tekken, other than that i skipped ps2.ratm247
You can't tell the difference between PS1 and PS2 graphics? lol wow.
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SoullessWraith

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#25 SoullessWraith
Member since 2009 • 45 Posts

PS1 to PS2...

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StealthKnife

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#26 StealthKnife
Member since 2008 • 2104 Posts
[QUOTE="-Hoax-"]PS1 to PS2 just look at FF7 and FF12Benjiman_Guile
I concur.

true mgs1 vs 3 vs 4 google it!
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thelastguy

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#27 thelastguy
Member since 2007 • 12030 Posts

PS1 to PS2

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Scoob64

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#28 Scoob64
Member since 2008 • 2635 Posts

ps2-ps3 biggest leap. i cant tell the difference between ps1 and ps2 graphics. the ps2 graphics were sooo bad i was never really able to play it. sooo many jagged polygons, yet not enough, heh. i played gta, and tekken, other than that i skipped ps2.ratm247

Are you serious? That sucks man... PS2 was/is amazing...

Heres a few I found - keep in mind SC IV is in HD...

Soul Blade - PlayStation

Soul Blade - PlayStation

Soul Calibur III - PlayStation 2

Soul Calibut IV - PlayStation 3

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Scianix-Black

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#29 Scianix-Black
Member since 2008 • 19297 Posts

All games below are games released near or around the beginning few years of their respective console's lifetime.

Crash Bandicoot - PS1:

Jak & Daxter: The Precursor Legacy - PS2:

Uncharted: Drake's Fortune - PS3:

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Scoob64

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#30 Scoob64
Member since 2008 • 2635 Posts

Scianix

good deal, but thatsa pretty low quality pic of jak and dazter- I remember that game looking much better...

Unchartered = :-0 wow!

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MassiveKaos

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#31 MassiveKaos
Member since 2006 • 3876 Posts

ps1 to xbox

I would say ps2 but i havent seen a ps2 game in a while and judging from the pic of jak and daxter they dont look so good. I dont have any of the earleir ps2 games so ps2 to sp3 may have been better

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-Hoax-

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#32 -Hoax-
Member since 2008 • 5331 Posts
Scianix That Crash Bandicoot pic brought sooo many good memories and good times thx hehe
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Trogeton

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#34 Trogeton
Member since 2005 • 2776 Posts

YES YES, with out a doubt, yes.. it was a major improvement console after console

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rogerjak

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#35 rogerjak
Member since 2004 • 14950 Posts

I remember getting blown away by Jak and Daxter ( I don't remember my reaction when I 1st played PS2). But J&D completely blown me away. The colours were so vibrant, the game world felt alive for the 1st time.

When I played PS3 for the 1st time I was...lets just said I had to pick my brains from the yard. The level of details impressed me.

Both jumps were equally impressive IMO, but they were 2 different jumps. PS1 to PS2 we had a overall quality jump. We had better scenarios, things started to to appear real etc etc.

PS2 to PS3 jump was the "Detail" Jump. We had a world with good graphics overall (better than PS2 yes) BUT! what impressed the most was the details. Leafs floating in the air, dust particles from explosions, environment sounds are immersive, Dynamic lightning etc etc.

So we can said that Jump A was better than Jump B.

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samuraiguns

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#36 samuraiguns
Member since 2005 • 11588 Posts

Good question.

PS1 - PS2

I will now post specs.

PS1

Central processing unit

An early PlayStation motherboard.

MIPS R3000A-compatible (R3051) 32bit RISC chip running at 33.8688 MHz

The chip is manufactured by LSI Logic Corp. with technology licensed from SGI. The chip also contains the Geometry Transformation Engine and the Data Decompression Engine.

Features:

  • Operating performance of 30 MIPS
  • Bus bandwidth 132 MB/s
  • 4 KB Instruction Cache
  • 1 KB non-associative SRAMData Cache

Geometry transformation engine

This engine is inside the main CPU chip. It gives it additional vector math instructions used for the 3D graphics.

Features:

  • Operating performance of 66 MIPS
  • 360,000 flat-shaded polygons per second
  • 180,000 texture mapped and light-sourced polygons per second

Sony originally gave the polygon count as:

  • 1 million flat-shaded polygons per second;
  • 500,000 texture mapped and light-sourced polygons per second.

These figures were given as a ballpark figure for performance under optimal circumstances, and so are unrealistic under normal usage.

Data decompression engine

This engine is also inside the main CPU. It is responsible for decompressing images and video. Documented device mode is to read three RLE-encoded 16×16 macroblocks, run IDCT and assemble a single 16×16 RGB macroblock. Output data may be transferred directly to GPU via DMA. It is possible to overwrite IDCT matrix and some additional parameters, however MDEC internal instruction set was never documented.

Features:

  • Compatible with MJPEG and H.261 files
  • Operating Performance of 80 MIPS
  • Directly connected to CPU Bus

Graphics processing unit

This chip is separate to the CPU and handles all the 2D graphics processing, which includes the transformed 3D polygons.

Features:

  • Maximum of 16.7 million colors (24-bit color depth)
  • Resolutions from 256×224 to 640×480
  • Adjustable frame buffer
  • Unlimited color lookup tables
  • Maximum of 4000 8×8 pixel sprites with individual scaling and rotation
  • Emulation of simultaneous backgrounds (for parallax scrolling)
  • Flat or Gouraud shading, and texture mapping

Sound processing unit

Features:

  • Can handle ADPCM sources with up to 24 channels and up to 44.1 kHzsampling rate

Memory

  • Main RAM: 2 MB
  • Video RAM: 1 MB
  • Sound RAM: 512 KB
  • CD-ROM Buffer: 32 KB
  • Operating System ROM: 512 KB
  • PlayStation Memory Cards have 128 KB of space in an EEPROM

CD-ROM drive

Features:

  • 2x, with a maximum data throughput of 300 KB/s
  • XA Mode 2 Compliant
  • CD-DA (CD-Digital Audio)

PS2

The specifications of the PlayStation 2 console are as follows, with hardware revisions:

  • CPU: 64-bit[3][4] "Emotion Engine" clocked at 294.912 MHz (299 MHz on newer versions), 10.5 million transistors
    • System Memory: 32 MB(32×220 bytes) Direct Rambus or RDRAM
    • Memory bus Bandwidth: 3.2 gigabytes per second
    • Main processor: MIPS R5900 CPU core, 64 bit, little endian (mipsel).
    • Coprocessor: FPU (Floating Point Multiply Accumulator × 1, Floating Point Divider × 1)
    • Vector Units: VU0 and VU1 (Floating Point Multiply Accumulator × 9, Floating Point Divider × 1), 32-bit, at 150 MHz.
      • VU0 typically used for polygon transformations optionally (under parallel or serial connection), physics and other gameplay based things
        • Parallel performs transformations in parallel in the same moment
        • Serial (series) performs transformations in a series of steps or stages coherent to the design of each VU
          • Stage 1: VU0 does perspective and cam, boning, animations and movement laws per triangle
          • Stage 2: VU1 does colors, lights and effects per triangle)
      • VU1 typically used for polygon transformations, lighting and other visual based calculations
        • Texture matrix able for 2 units (UV/ST)[38]
    • Floating Point Performance: 6.2 gigaFLOPS (single precision 32-bit floating point)
      • FPU 0.64 gigaFLOPS
      • VU0 2.44 gigaFLOPS
      • VU1 3.08 gigaFLOPS (with Internal 0.64 gigaFLOP EFU)
    • 3D CG Geometric transformation(VU0+VU1 parallel): 66 million polygons per second
      • 3D CG Geometric transformations under curved surfaces: 16 million polygons per second
      • 3D CG Geometric transformations at peak bones/movements/effects(textures)/lights(VU0+VU1): 15-20 million polygons per second (dependent on if series or parallel T&L)
      • Actual real-world polygons (per frame):500-650k at 30fps, 250-325k at 60fps
    • Compressed Image Decoder: MPEG-2
    • I/O Processor interconnection: Remote Procedure Call over a serial link, DMA controller for bulk transfer
    • Cache memory: Instruction: 16 KB(16×210 bytes), Data: 8 KB + 16 KB (ScrP)
  • Graphics processing unit: "Graphics Synthesizer" clocked at 147 MHz
    • Pixel pipelines: 16
    • Video output resolution: variable from 256x224 to 1280x1024 pixels
    • 4 MB (4×220 bytes) Embedded DRAMvideo memory bandwidth at 48 gigabytes per second (main system 32 MB can be dedicated into VRAM for off-screen materials)
      • Texture buffer bandwidth: 9.6 GB/s
      • Frame buffer bandwidth: 38.4 GB/s
    • DRAM Bus width: 2560-bit (composed of three independent buses: 1024-bit write, 1024-bit read, 512-bit read/write)
    • Pixel Configuration: RGB: Alpha:Z Buffer (24:8, 15:1 for RGB, 16, 24, or 32-bit Z buffer)
    • Dedicated connection to: Main CPU and VU1
    • Overall Pixel fillrate: 16x147 = 2.352 Gpixel/s (rounded to 2.4 Gpixel/s)
      • Pixel fillrate: with no texture, flat shaded 2.4(75,000,000 32pixel raster triangles)
      • Pixel fillrate: with 1 full texture(Diffuse Map), Gouraud shaded 1.2 (37,750,000 32-bit pixel raster triangles)
      • Pixel fillrate: with 2 full textures(Diffuse map + specular or alpha or other), Gouraud shaded 0.6 (18,750,000 32-bit pixel raster triangles)
    • GS effects: AAx2 (poly sorting required)[39], Bilinear, Trilinear, Multi-pass, Palletizing (4-bit = 6:1 ratio, 8-bit = 4:1)
    • Multi-pass rendering ability
      • Four passes = 300 Mpixel/s (300 Mpixels/s divided by 32 pixels = 9,375,000 triangles/s lost every four passes)[40]
  • Audio: "SPU1+SPU2" (SPU1 is actually the CPU clocked at 8 MHz)
    • Number of voices: 48 hardware channels of ADPCM on SPU2 plus software-mixed channels
    • Sampling Frequency: 44.1 kHz or 48 kHz (selectable)
    • Output: Dolby Digital 5.1 Surround sound, DTS (Full motion video only), later games achieved analog 5.1 surround during gameplay through Dolby Pro Logic II
  • I/O Processor
    • CPU Core: Original PlayStation CPU (MIPS R3000A clocked at 33.8688 MHz or 37.5 MHz)
    • Automatically underclocked to 33.8688 MHz to achieve hardware backwards compatibility with original Playstation format games.
    • Sub Bus: 32-bit
    • Connection to: SPU and CD/DVD controller.
  • Interfaces:
    • 2 proprietary PlayStation controller ports (250 kHz clock for PS1 and 500 kHz for PS2 controllers)
    • 2 proprietary Memory Card slots using MagicGateencryption (250 kHz for PS1 cards, up to 2 MHz for PS2 cards)
    • Expansion Bay (PCMCIA on early models for PCMCIA Network Adaptor and External Hard Disk Drive) DEV9 port for Network Adaptor
    • Modem, Ethernet and Internal Hard Disk Drive (single IDE/ATA channel, possible to hook 2 devices to.)
    • FireWire (only in SCPH 10xxx - 3xxxx)
    • Infrared remote control port (SCPH 5000x and newer) - IEEE 1394 port removed and Infrared port added in SCPH-50000 and later hardware versions.
    • 2 USB 1.1 ports with an OHCI-compatible controller.
  • Disc Drive type: proprietary interface through a custom micro-controller + DSP chip. 24x speed (PlayStation 2 format CD-ROM, PlayStation format CD-ROM), 4x (Supported DVD formats) - Region-locked with anti-copy protection. Can't read "Gold Discs" i.e., normal CD-ROMs.
  • Supported Disc Media: PlayStation 2 format CD-ROM, PlayStation format CD-ROM, Compact Disc Audio, PlayStation 2 format DVD-ROM (4.7 GB)(some games on DVD9 8.5 GB), DVD Video (4.7 GB), DVD-9 (8.5 GB Dual-Layer). Later models are DVD+RW, and DVD-RW compatible.

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Scianix-Black

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#37 Scianix-Black
Member since 2008 • 19297 Posts

Scianix

good deal, but thatsa pretty low quality pic of jak and dazter- I remember that game looking much better...

Unchartered = :-0 wow!

Scoob64

Gamespot screenshots suck hard, lol.

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-Hoax-

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#38 -Hoax-
Member since 2008 • 5331 Posts
Very vaild point about the Jump B leaves and explosions. But IMO the biggest leap was PS1 to PS2 because the PS2 did things we could never have dreamed of and stuff we have never seen before
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Scianix-Black

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#39 Scianix-Black
Member since 2008 • 19297 Posts

Very vaild point about the Jump B leaves and explosions. But IMO the biggest leap was PS1 to PS2 because the PS2 did things we could never have dreamed of and stuff we have never seen before-Hoax-

Exactly.

The PS2 raised questions and opened doors that only the PS3 could go through.

The PS1 to PS2 jump was the bgigest because of this. During the PS2 age, it was just a bunch of "Hey, I wonder what kind of lighting we could get?" while the question during that PS1 age was "How can we make this look better?"

Instead of focusing on one or a couple area of graphics during the PS1 age, most developers were focusing on improving graphics as a whole.

So basically: The PS1 to PS2 jump was entirely structural while the PS2 to PS3 was only cosmetic.

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jcopp72

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#40 jcopp72
Member since 2007 • 5375 Posts
PS1 to PS2
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krylon36

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#41 krylon36
Member since 2008 • 318 Posts

ign screens always look like bullshots to me. but good question, ill say ps1 to ps2.

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winner-ps3

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#42 winner-ps3
Member since 2007 • 2364 Posts
guess im the only one who disagrees....? ps3 and HD is just amazing! ps1-ps2 the games still look like "games", now on ps3 they look almost real, look at mlb 09 and killzone2, and uncharted and GT5p they look almost cgi quality
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Bunnyslippers

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#43 Bunnyslippers
Member since 2003 • 2171 Posts

- PSone was a "first" attempt for Sony in delivering 3D games.
PS1 had a lot of graphical flaws which could be improved on. Blocky textures as an examply. Another texure glitch I don´t know how to descibe.

- With the PS2 Sony showed how games should be done in 3D. Not only sharper textures and more polygons. The PS2 could do a lot more graphically.
PS2 fixed a lot of the PSone faults and added more memory for sharper textures and more polygons. But PS2 could also display, more realistic light-effects, water-effects, particle-effects, procedural-geometry, post-processing effects etc. I think Sony asked themself: "what can we do in 3D games besides more polygons and sharper textures".
So the jump from PS1 to PS2 was a revolutionary step.

- PS3 gives the developers a lot more power to do the things they couldn't do on the PS2 on a big scale. The only new thing the PS3 adds are shaders, which the PS2 didn´t have. Everything else is just more. So I think Sony thoughts were: OK, now we know what is possible. How can we add more ...?"
From PS2 to PS3 was more of an evolutionary step.

For me the PS2 is actually about making 3D games better. And the PS3 is about the visuals being better, more, bigger, richer and more functions besides games. A lot of things the PS3 can do in a game, the PS2 can also do. But on a lot smaller scale. Sony even advertised it that way: with the emotion engine (PS2) creating a single rain-drop and the Cell (PS3) creating a thunderstorm.

So the jump to PS2 was much bigger. But a lot of people were expecting near-prerendered stuff in those pre-PS2 days. Even this PS3-gen people are expecting pixar visuals. I think with each generation the jump in grapics will be even less obvious.

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TheGreatOutdoor

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#44 TheGreatOutdoor
Member since 2009 • 3234 Posts

I think the bigger jump was from PS2 to PS3.

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taplok

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#45 taplok
Member since 2005 • 4473 Posts

PS2 to Ps 3 was a bigger leap...

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chapnzaba

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#46 chapnzaba
Member since 2005 • 2302 Posts

I think the bigger jump was from PS2 to PS3.

TheGreatOutdoor
..And what is your reasoning my good sir?
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chohighlb50

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#47 chohighlb50
Member since 2008 • 94 Posts

PS1 to PS2.look at MGS1 compared to MGS3.or look at Gran Turismo 1/2 compared to Gran Turismo 3/4

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Scoob64

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#48 Scoob64
Member since 2008 • 2635 Posts

PS1 to PS2.look at MGS1 compared to MGS3.or look at Gran Turismo 1/2 compared to Gran Turismo 3/4

chohighlb50

I'm really eager to see a final build of GT5 and see if its improved any over Prologue... definitely one of my most anticipated games. Can't wait to see what they can crank out with GT6!!! (Gonna be craaaazeeee)

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#49 donmega1
Member since 2003 • 1456 Posts

same jump between all three. everything just gets more solid and more detailed as we go.

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#50 DaMattGuy-360XL
Member since 2009 • 108 Posts

- PSone was a "first" attempt for Sony in delivering 3D games.
PS1 had a lot of graphical flaws which could be improved on. Blocky textures as an examply. Another texure glitch I don´t know how to descibe.

- With the PS2 Sony showed how games should be done in 3D. Not only sharper textures and more polygons. The PS2 could do a lot more graphically.
PS2 fixed a lot of the PSone faults and added more memory for sharper textures and more polygons. But PS2 could also display, more realistic light-effects, water-effects, particle-effects, procedural-geometry, post-processing effects etc. I think Sony asked themself: "what can we do in 3D games besides more polygons and sharper textures".
So the jump from PS1 to PS2 was a revolutionary step.

- PS3 gives the developers a lot more power to do the things they couldn't do on the PS2 on a big scale. The only new thing the PS3 adds are shaders, which the PS2 didn´t have. Everything else is just more. So I think Sony thoughts were: OK, now we know what is possible. How can we add more ...?"
From PS2 to PS3 was more of an evolutionary step.

For me the PS2 is actually about making 3D games better. And the PS3 is about the visuals being better, more, bigger, richer and more functions besides games. A lot of things the PS3 can do in a game, the PS2 can also do. But on a lot smaller scale. Sony even advertised it that way: with the emotion engine (PS2) creating a single rain-drop and the Cell (PS3) creating a thunderstorm.

So the jump to PS2 was much bigger. But a lot of people were expecting near-prerendered stuff in those pre-PS2 days. Even this PS3-gen people are expecting pixar visuals. I think with each generation the jump in grapics will be even less obvious.

Bunnyslippers
That sums up the general opinion most superbly. Kudos