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Anti-PS2

This section is for all things anti-PlayStation 2! Info, pictures, you name it! Anything to make fun of Sony is in here. If technical specifications are your thing, here is a chart I made comparing the GCN, PS2, Xbox, DC, N64, and PSX. It's not complete, but it should answer most of your questions.


RUMOR: According to several sources within the industry, such as Japanese developer Capcom, Sony is purposely building faulty/low quality builds of PlayStation 2's in order to drive sales. With most people, a PS2 breaks down or "glitches up" after about a year or year and a half. When the PS2 breaks, they go out and buy another one. Consumer reports state that Sony is the No. 1 company with defective electronics with a 15 percent return in rate. Tsk, tsk. That's cheating, Sony!


The following are reasons why the Sony PlayStation 2 is one of the industry's biggest disappointments in 3 categories: the technology, the market, and the gamers. Thanks to SegaWeb for the info. Read on.

Disappointing Technology
Disappointing the Market
Disappointing the Gamers
Anti-PS2 Websites
Anti-PS2 Clubs
Anti-PS2 Pictures

Disappointing Technology

  • When the PS2 was first announced and the technical specifications were also announced: 75 million polygons/second, unlimited streaming texture potential, 48GB/s of memory bandwidth, and so on.
  • It wasn't long after this that technology analysts began to question Sony's numbers.
  • Polygon Performance - The 75 million number was reduced to 66 million. Afterwards, it was admitted that these PS2 numbers were a peak performance figure for flat -shaded, identically shaped polygons.
  • Unfortunately, the image of the PS2 as some sort of polygon monster had already become firmly entrenched in the minds of the mainstream media.
  • Sgea chose a more conservative approah with the Dreamcast, in which 3+ million polygons/sec is all that they ever claimed(though some DC games were pushed as far as 5 million), with Nintendo claiming anywhere from 6-12 million.
  • The truth is that the PS2 has NEVER displayed more than 2-3 million polys in a game.
  • Part of the problem is is the 4MB VRAM cache on it's GS processor, the Emotion Engine. While it's true it is capable of achieving 10-12 million polys/sec, the poor design of the EE and its small pipeline to main memory restrict the final number to roughly half of that.
  • Texturing Performance - The Dreamcast is a wonderful texturing beast, due in large part to the efficiency of the PVR2DC's graphics methodology, as does the GameCube's "Flipper" GP. Two things help the PVR2DC - hardware texture decompression and infinite planes deferred rendering. Unlike the PS2's GS processor, the Dreamcast is capable of decompressing textures on the fly, with a ratio of 5:1. The GameCube is also capable of compressed textures at a ratio of 6:1. The PS2 has NO ability of compressing textures.
  • The lack of variety in textures leaves most PS2 games bland and extremely plain. Dreamcast games like Sonic Adventure and Shenmue, and GameCube games like Pikmin and even Luigi's Mansion, are by far better.
  • Development Environment - The PS2 shipped to developers with incomplete kits last year. By contrast, Sega and Nintendo has been giving excellent support to developers both large and small. Sony mistakenly made the assumption that third-party PS2 developers would want bare bones development kits so they could program the hardware directly like they have during the last days of the PSX. Unfortunately, key features that are very hard to implement, like anti-aliasing to remove jagged edges from on-screen polygons have not yet surfaced.
  • Some developers like THQ (Summoner) have used a form of CRT (Cathode Ray Tube) blending to fake the effects that true anti- aliasing would offer. This method results in washed out, blurry images however. The perfect example of this is Tekken Tag Tournament.

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Disappointing the Market
  • So you've all heard how well the PS2 is doing in Japan, right? Well, the reality is a little more complicated. Currently there is a growing concern that Japanese consumes are purchasing the PS2 mainly as a DVD player.
  • Production Costs - On the eve of the PS2 launch into the US market, Sony posted a second quarter 57% fall in profitability over the same period in 1999.
  • While it isn't surprising that Sony is losing money with their PS2 launch, the extent of those losses has not yet been realized by most of the mainstream media. Bloomberg estimates that each PS2 costs $488 to build.
  • Therefore, ignoring marketing costs - which can sometimes amount to $50-$60 per unit - every American PS2 represents a loss of $188 that Sony has to recoup with game sales. In Japan, where costs have been closer to $550 per unit, the unit retails for $370 - yielding a similar loss of $180.
  • Tthe PSX, arguably the most successful console in the history of video gaming only has tie ratios of 9:1. The Dreamcast by comparison has tie ratios of 6:1 in the Japanese market, and 5:1 in the US market. The early numbers for the PS2 are horrible. Due to it's popularity as a DVD player, and it's lack of compelling software, the PS2 is currently enjoying software-hardware tie ratios of 1.6:1 in the Japanese market! This is unbelievable. They need to sell 14 titles and they are only selling 1.6.
  • Sony will never make money on the PS2, and this will have a huge impact on the entire market. The Dreamcast and GameCube on the other hand is already making a profit in all territories. With production costs of $149 per unit and a market price of $149.99(DC), and production costs of the GameCube at $199 per unit and a market price of $199.99, Sega and Nintendo are already breaking even on the hardware. This frees them to earn large profits with the substantial tie ratios they have already attained.
  • Production Capacity - If the above weren't big enough problems in their own right, Sony is having even bigger difficulties just trying to produce the console. November `00, Sony announced that it had just spent $2 billion dollars to ramp up PS2 production to 500,000 units per month. Then, in February `01, it was announced that it would be further increasing production to one million units per month. So, if these numbers were true, Sony should have been able to produce 11 million units for that year.
  • The fact is that with less that three million units sold in the Japanese market, and only one million more available in the US this Fall, Sony's production has been somewhere around 4 million units for that year - roughly one-third of their announced production targets.
  • Sales Numbers - The software sales for the PS2 in October 2000 in Japan were 0/4.3/0(4.3 million), where as the software sales for the Dreamcast were 12.5/12.0/2.5(27 million), with the GameCube's sales being more so than that.
  • Development Problems - Lastly, one of the saddest testimonies to the market failure of Sony's PS2, is that development costs have skyrocketed for the machine. Dreamcast title devopment for quality titles is roughly half that of comparable software for the PS2. This has the effect of hurting the smaller developers a lot more than the larger houses. which can afford to float some of these extra costs.
  • To put the US numbers in perspective - there are 50 titles coming out for the PS2 this Christmas. Only 1.3 million units are going to be available, and consumers with really deep pockets might be able to afford three titles. Therefore, the market should see sales of 4 million units, meaning the average game is only going to sell 80,000 copies.

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Disappointing Gamers
  • When Sony announced their uber-console two years ago, did you ever expect that people would be waiting in line for six hours just for the chance to buy one of these new units? Would you ever expect there to be a memory card shortages? What about the over-heating problems? Would you ever expect the launch list to be full of nothing but sequels to old PSX games? That the backwards compatibility wouldn't be fool-proof? Most of all, did you ever expect PS2 launch games like Tekken Tag Tournament to actually look worse than 18-month old Dreamcast titles like Soul Calibur? Yeah, well... neither did the rest of the world.

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Anti-PS2 Websites

SegaWeb.com: Features: PS2: The Industry's Big Disappointment

Anti-PS2 Clubs

antiplaystation2andxbox
anti_ps2

Anti-PS2 Pictures

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