That's not saying it'll make it to the final game - progressive scan isn't the easiest thing to implement on PS2 - but it certainly could make it easier. Zipper Interactive, for example, provided Naughty Dog with the code that they used to enable progressive scan in SOCOM: US Navy Seals. ![]() Some of these improvements come courtesy of the technology-sharing agreement that exists between some of Sony's second- and third-party studios. This is quite normal - you don't need to render every hair on Daxter's face when his back's turned and he's twenty feet from the camera. During normal gameplay, though, less detail will be featured. The difference is extremely noticeable, and the new models look superb. Whereas in Jak & Daxter Jak was made of around 3,000 polys, in the cinema scenes of Jak II he has closer to 15,000. ![]() The characters also have many more polygons. As mentioned, the game's loads are still completely seamless, despite the increase in environment sizes. It sort of goes without saying that Jak II will be a technological marvel, so I'll just touch on a few of the more important bits.
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