> >>> not to be confused with the arcade-only sequel to the original 1993
> >>> Arcade Ridge Racer, that is Ridge Racer 2, released in arcades in
> >>> 1994 (and emulated on PCs in VivaNonno in 2002) this new Ridge
> >>> Racer game is 'Ridge Racers 2' for the PlayStation Portable, the
> >>> PSP handheld.
> >>> http://www.racesimcentral.net/
> >>> http://www.racesimcentral.net/
> >>> http://www.racesimcentral.net/
> >>> geeez, maybe one day Namco will remember a game called RAVE RACER,
> >>> my favorite game of the entire ***ing
> >>> RIIIIIIIIIIIIIIIIIIIIIIIIDGE RAAAAAAAAAAAAAAACER series.
> >> And include tracks from Rave Racer in a PSP Ridge Racer game perhaps?
> >> Gareth.
> > I would prefer to see Rave Racer 2 on PS3 with the original 1995
> > arcade Rave Racer included, since PSP is not capable of running the
> > original Rave Racer at its native screen resolution; 640 x 480, or
> > capable of doing the high resolution texture-mapping the original
> > Rave Racer does
> > Going back to Ridge Racer 5 on PS2 that was made in 1999, released in
> > 2000, although it has far more polygons and far superip lighting than
> > the arcade Rave Racer, both the screen resolution and the texture
> > resolution of PS2 RR5 is lower than Rave Racer.
> > the Rave Racer tracks included in the first PSP Ridge Racers were
> > okay, but i miss the original look with the original textures,
> > dispite the higher polygon count of the PSP game.
> Yes, the arcade version of Rave Racer was very good - the graphics, in terms
> of shading and textures, were amazing for the time and still stand up well.
> It would be good to approach something even close to the quality of Rave
> Racer on a home system let alone a hand held.
> Gareth.
Well, the Dreamcast, Xbox and Gamecube could've handled an
arcade-quality port of Rave Racer without any problem. on PS2 it
would've been more difficult because of the textures. It's not a matter
of horsepower really, it's mostly a matter of texture resolution (for
PS2 and PSP that is). for Xbox 360 and PS3, the textures of Rave Racer
and the game as a whole, would pose no problem whatsoever. polygon
count of the hardware that runs Rave Racer is no more than 240,000 per
second with textures, shading and everything else. beyond PS1, and N64
but well below what Dreamcast could do.