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  1. What new information do we have about the PS3 hardware?
  2. Carbonated works on an Xbox Live Arcade toolset for XNA
  3. MysticGD Announces EMotion FX 3.5 for Sony's PS3
  4. A cute post about the real RSX power
  5. PGR4: No day/night cycles per city. This feature doesn't fit onto a DVD
  6. Game Console support in the kernel Linux
  7. Insomniac games opens R&D Site to developers
  8. PS3 - Lowest common demoninator?
  9. Concurrency in game programming: interesting blog entry from a developer
  10. BioShock Tech tid bits
  11. Console (360) Development Tools
  12. Some was able to get their hands on a 64DD Development Kit!
  13. Xenon VMX units - what have we learned?
  14. Creating the Lighting for Resistance: Fall of Man
  15. is the ps3 limited in the ai department?
  16. SETI on PlayStation3 ?
  17. What is the maximum AA the Playstation 3 can have and be able to run at 60fps
  18. Crysis & consoles related info
  19. Advantages of 360 & PS3 Graphics
  20. How accurate are analog sticks?
  21. The Future of the Playstation
  22. The benefits of streaming
  23. Valve: HL2 Orange uses 94% of 360's power, PS3's boundary unknown
  24. Question regarding the cell's PPU
  25. Heavenly Sword fills a BD-25 disk?
  26. Umm, why not physics on console GPU's?
  27. Question for developers... PS3 and framerate
  28. Would it not have made better sense for PSP to be PS2 90nm chips?
  29. "Yes, but how many polygons?" An artist blog entry with interesting numbers
  30. Local Store: Possible with a "traditional" cache CPU?
  31. So why isn't Xenos 65nm yet?
  32. Using the SPU's to do AA
  33. Using the SPU's to do visibility culling
  34. Is Killzone 2 at 720p the best PS3 can handle?
  35. Alan Heirich's paper on PS3 Deferred Shading (Cell pixel shading)
  36. PS3 Linux Game - SPEs as unified shader GPU?
  37. How powerful is the "Gamebryo" Engine?
  38. Develop interview with XNA boss Chris Satchell
  39. Gamebryo 2 Engine now available for the Wii
  40. Location of Beyond 3D article on the RSX?
  41. HDR - The Halo Way * Spin-Off
  42. Scaleform Releases Scaleform GFx UI Solution for Wii
  43. CEDEC 2007: Capcom on Lost Planet Part I
  44. Cell vs G80 (including bench for PS3)
  45. Insomniac Games explores 'SPU Shaders'
  46. Why only camera-based motion blur?
  47. PS3 and Unreal Engine 3.0 ?
  48. PS3 & 360 diagrams?
  49. Best route towards the creation of a low-cost/low-power console?
  50. What game uses the three cores of Xbox360?
  51. Why do Sony not support vga output from PS3?
  52. Recording Requirements
  53. Emulators running on Xbox360/PS3 status?*
  54. Tiling on the Xbox 360: Status and Should Future Consoles Use eDRAM?
  55. 360's tricore vs Core 2 Duo
  56. Is the 40GB PS3 model using 65nm?
  57. Gamefest slides & audio
  58. Questions to devs that have a released/completed PS3 game
  59. Measuring framerate on shipped titles
  60. Is the Xbox360 more powerful than a Power Mac?
  61. What are contact shadows and dynamic radiosity?
  62. Play Windows games on linux and thus PS3
  63. PS3 misconceptions and spin
  64. What do we know about the RSX
  65. Wonderful new Insomniac games tech page
  66. RSX and DX10
  67. Shadow techniques in the new generation
  68. How can we compare the Xenos to other unified shader PC GPUs?
  69. A look at the 40GB PS3 Motherboard
  70. The LAST GEN console capabilities thread.
  71. PS3 PS2 emulation
  72. Shadows in PS3 games looking really bad
  73. So if Far Cry on Wii was given a second chance........
  74. DARPA, PS3 and Road Vehicles.
  75. Xenos tessellation unit - what have we learned?
  76. Fog and AA on RSX
  77. Console Benchmarking project
  78. Sony Reshuffling Cell R&D
  79. Any news about PS3 SDK 2.00?
  80. Audio Processing on the PS3 and Xbox 360
  81. Video of New Research Conducted with PlayStation Eye
  82. About RSX ? is it really powerless?
  83. PS3 EE+GS powered vs PS3 software emulator powered one
  84. Black & White vs Color + ED vs HD - Bandwidth, Memory
  85. Progress on the PS3 Linux RSX front..
  86. XBLA - Undertow specs
  87. Project Offset engine gains real time ambient occlusion
  88. Quiet 360s?
  89. Unreal 3 engine Wii.
  90. In regards to the FEAR games on the consoles
  91. PS3 Linux iSCSI/HD Storage Engine update
  92. X360 August 2007 SDK update
  93. how bad a limitation was the 4k texture cache in N64 ?
  94. PS3's Cell implementation is gimped?
  95. Next-gen tech? Rambus targets 1TB/s memory for 2010
  96. Did Metal Gear Solid really push the PS1 to it limit?
  97. nVIDIA RSX - Native RGB color space output?
  98. Were shaders just too system intensive for the PS2 to be used often?
  99. Native PS3 Game Resolutions Master List?
  100. Lets talk about possible unconventional methods....
  101. So which licensee do you think is porting UE3 to Wii ?
  102. PS3 and Toshiba's Super Companion Chip..
  103. Rare licenses PathEngine
  104. Illuminate Labs adds its lighting baking solutions to UE3
  105. Question about shimmering, jittering, combing with some ps3 games.....
  106. Head Tracking for Desktop VR Displays using the WiiRemote & PS Eye *
  107. Regarding Insomniac's PS3 engine...
  108. The medical benefits of Wii
  109. Native Wii Resolution?
  110. List of Rendering Resolutions + basics on hardware scaling, MSAA, framebuffers
  111. Will Metal Gear 4 really run at 1080p 60fps
  112. TI/DLP Dual View Gaming Tech
  113. Console technical problem questions and comments
  114. The PS3`s Blu-Ray reader in detail
  115. Criterion Podcast on 360/PS3 development
  116. Subdivision surfaces for characters, what's the hurdle?
  117. Must a Xbox360 game work without a hdd?
  118. Emergent's Dan Amerson Opens The Floodgates
  119. Sony advertise for software engineer for BC
  120. Surgeons trained on the Wii
  121. Ceramic White 40gb PS3 (HK Version)
  122. Next gen HW - what stage in development would it be in now?
  123. Anon MS guy talks about 360 hardware failures
  124. How does copy protection for optical media work?
  125. Larrabee, console tech edition; analysis and competing architectures
  126. PS3/360 component out test pattern
  127. Questions about the Broadway CPU
  128. Naughty Dog & Epic Interviews about PS3 development & SPEs ...
  129. Power draw of 90nm RSX?
  130. Resistance FOM GDC Presentation
  131. X360 GPU emulate 30bit color with 24bit output + dithering?
  132. XeCPU performance metrics?
  133. Information about Xenon cpu and comparisons
  134. VR Head Tracking For The PS3
  135. Sony will have 45nm prototype this year!
  136. Could Wii developers use the 24 MB of "internal" T1-SRAM........
  137. Console crackpots -- what's your favorite?
  138. Geomerics Enlighten Technology
  139. How many people here actually develope for the Wii?
  140. Nvidia Ageia acquisition - console edition
  141. RSX Secrets
  142. So, has anyone put together something with XNA?
  143. One of Xenos's cores vs Broadway
  144. What does it take to make more interactive environments on the xbox 360
  145. PS3 hacked: Any confirmation
  146. Killzone 2 Dev PDF
  147. Factor 5 on their Wii engine.
  148. MS to combine CPU and GPU at 65nm?
  149. What about Vegas [Wii]?
  150. PhyreEngine - New Hotness Sponsored by Sony? (moved)
  151. Intel Acquires Offset Software
  152. Insomniac launches "Nocturnal" - initiative for sharing game development libraries
  153. Is Hollywood capable of GPGPU?
  154. GDC 08: Tech of Uncharted
  155. Some presentations from GDC08
  156. ISSCC08: 45 nm Cell is 115mm˛consumes less than 20 watts
  157. Wait, is Phong Shading possible on the Gamecube?
  158. PS3 security secrets
  159. GlovePIE, Sixaxis and Others
  160. PlayStation 3: Audio & Video Discussion
  161. Tim Sweeney interview with state of multicore programming on consoles+engine stuff
  162. D.I.C.E. 2008: In-house Development vs Licensing of engine technology
  163. Detailed information on Sega Virtua Processor (SVP); The MD/Gen DSP used for V-R
  164. It is PS3 able to read 4 layer BD ?
  165. Embedded DRAM makes inroads into SoC devices: A look into PS2 & X360 eDRAM
  166. Is the X86 architecture a good option for Next-Gen handhelds? (Microsoft Xboy?)
  167. So...um...where is our CryEngine 2.0 running on PS3 and 360 demo?
  168. I found something strange (Sony related)
  169. Sixaxis Headtracking
  170. Gamasutra dev article on Super Mario Galaxy's physics/gravity system
  171. Technical question regarding scaling in PS3 games.
  172. 8 ROPs on the RSX. Bad engineering decision?
  173. G70. A design for console or pc?
  174. The Graphics Technology of GTA IV
  175. Console that fared best vs PC's available at launch
  176. Is the Hollywood GPU software clocked like the CPU?
  177. Will 1080P become the standard next generation?
  178. Emotion Engine vs. XCPU vs. Gekko
  179. Hardware forced AA?
  180. SCEA announce DTS-HD Master and DTS HD HR support via PS3 Firmware 2.30
  181. SCEE creating an iXMF open source Audio Format
  182. Spacial stereo processing
  183. High Voltage Software's Quantum3 Engine for Wii
  184. RSX vs Xenos
  185. Mike Acton: "Engine development is an artistic process"
  186. The Graphics Technology of Two Worlds
  187. Can Xbox 360 get back the missing GB from it's DVD?
  188. *renamed* Lighting and shadows in games
  189. *Game Tech*
  190. *Sub-Thread* Dithering in GTA4
  191. State of procedural enviroment creation
  192. 3rd-gen Heatsink for PS3 Unveiled
  193. Question about the performance of Wii
  194. DevStation™08
  195. Exception handling and console lock ups
  196. Frame Rate Analysis Thread (Simple Rules Post #2)
  197. New xbox 360 GPU
  198. RSX evolution
  199. Xenos/C1 and Deferred Rendering (G-Buffer)
  200. Can SSD's be the distrubution method of the next generation?
  201. Why overscan on PSOne and PS2 games on PS3 via HDMI?
  202. COD4 engine running on Wii for COD5?
  203. EETimes reports on reasons behind high initial 360 failure rate
  204. 360-to-PS3 Ports: Why the Lowered Texture Resolution?
  205. PSGL Advantages
  206. Upgrading the Wii storage
  207. could mgs4 be done graphic wise on 360
  208. xbox 360s MEMEXPORT and tesselator how useful are they
  209. PSP 2 with multi-touch and motion sensing ? (just published Phil Harrison patents!)
  210. Does the Xenos benefit from general ATI optimizations?
  211. New xbox 360 update details
  212. Wii's performance compared to Gamecube
  213. Why weren't pre-baked shadows used more last gen?
  214. Game Engines: Too specialized for one game?
  215. Limiting factors in crowd rendering
  216. Xbox 360 VGA Support Update... Any real fixes?
  217. Gamefest 2008 console edition
  218. Practical Fluid Dynamics
  219. Why does Xbox360 list under DirectX9.0c?
  220. Is the Wii capable of extensive AA?
  221. A new High Voltage wannabe. Athena Engine for the Wii.
  222. Current Gen Power draw and Operating temperature
  223. What is Super Mario Galaxy using to create this effect?
  224. GTA IV team creates Virtual Human
  225. HDR on the Wii.
  226. Goldeneye Tech
  227. 512 Mb (not MB*) xdr for ps3?
  228. PIICRON goes up against Sony, Nintedno & Microsoft
  229. Question about anti-aliasing across consoles: N64 to now.
  230. Intel pushing Larrebee console deal with Microsoft
  231. PS3 hardware scaler
  232. CEDEC 08 Going ons...
  233. MGS4 3D engine post mortem [translation needed]
  234. XDRDRAM in Playstation 3 video interview.
  235. *Spin-off* Coding Education & Practise
  236. 45nm Cell in 2009
  237. PS2 vs. GC
  238. Saturn vs. PS1
  239. Which API is used in the PS3
  240. Resi 4 Wii Edition
  241. PS4 to be based on Cell?
  242. Question about Wii's GPU
  243. Can a firmware update make Wii a graphically competitive platform?
  244. Next-Gen Wii HD Due by 2011
  245. Memory & Texture Mapping (types/formats/techniques/res) *Spin-off*
  246. Can someone explain this?
  247. SEGA Dreamcast reality based capabilities.
  248. Elbot - Turing Score of 25%
  249. Wii CPU and GPU
  250. Any Concrete idea on the psp throughput