![]() Secondly, the meagre spec of the Taito hardware means that a great deal of the optimisation required would come as standard already in the core arcade codebase. Firstly, pretty much all software development begins on PC and the means for porting across code onto both PlayStation 3 and Xbox 360 is well-established. The relevance to the home versions is fairly obvious, over and above the fact that the forthcoming PC version of the game should run brilliantly on any modern, base-level enthusiast's gaming system. ![]() ![]() SNK, for example, is using Type X2 for its new King of Fighters XII. ![]() Capcom licensed this hardware to produce Street Fighter IV, and so have several other arcade stars. Arcade giant Taito devised the so-called Type X2 hardware, cherry-picking a selection of computer components that were hardly all-powerful even when they were new, including the NVIDIA 7900GS (current eBay price: GBP 50) and a bottom-end 2.13GHz Core 2 Duo CPU. Indeed, the chances are that if you're into PC gaming, your own rig at home has far more horsepower than the coin-op. ![]() Inside the traditional arcade cabinet, Street Fighter IV is actually just a PC, and not exactly a powerful one either. There's the usual in-depth technical analysis, precision h.264 comparison movies and, of course, the requisite lossless 24-bit RGB screenshots gallery.Īlthough we're looking primarily at the two new console games, the spectre of the original arcade version is never too far away from the discussion, and it's the make-up of the coin-operated game that has had the most impact on the home versions. Eurogamer's Face-Off coverage continues at a brisk pace, with an in-depth look at Capcom's first 10/10 game in some time: the ultra-playable, supremely rewarding, and utterly irresistible Street Fighter IV. ![]()
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