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  1. Mega Meshes - Lionhead
  2. Procedural content creation *spawn
  3. *spin-off* RE: Crysis 2
  4. *spin-off* Dynamic GI on Consoles
  5. How many batches
  6. Stupid question: Is it possible to have both programmable and fixed function shaders?
  7. new tech demo from Tri Ace
  8. Next gen Nintendo leaks?
  9. Is 360 cursed with sub 720p resolution in games using deferred renderer engines?
  10. Coreless Cell
  11. Re-visiting Killzone 2 trailer 2011
  12. Technology and Gameplay
  13. New PS3 slim CECH-3000, reduced weight, reduced power draw, reduced cost?
  14. Solution to Flat Surfaces?
  15. *spin-off* Battlefield 3 on Consoles
  16. *spinoff* Naughty Dog and FXAA
  17. *spin-off* Naughty Dog, SPUs, Radiosity
  18. FXAA On PS3....Why use this over MLAA?
  19. Freeing up RSX
  20. Digitimes: PS4 entering production end of this year ?
  21. Relative performance of AMD 2.9GHz APU vs current consoles?
  22. Rumor: AMD says the next-gen Xbox will have graphics like Avatar
  23. The pros, cons, and techniques of procedural asset creation (renamed)
  24. Question: Next-gen Video Decoding & media support
  25. Wii U hardware discussion and investigation *rename
  26. Imagination & logic are bad friends in the graphic process?
  27. Xbox 360 security hack - work on slim too
  28. Elpida put XDR on EOL, is Sony abandoning XDR?
  29. Choice of rendering resolution *spawn
  30. *spin off* RAM & Cache Streaming implications
  31. Emulating the 360's edram
  32. Battlefield 3 Xbox360 two disc solution
  33. Question regarding Console and PC disk streaming
  34. Was Cell any good? *spawn
  35. Predict: The Next Generation Console Tech - AUDIO
  36. PS3 Library Code in Linux Kernel
  37. Graphics performance tricks that can be reused for next generation
  38. End of the line for fast consumer CPU means what for gaming?
  39. GSCUBE SIGGRAPH
  40. This is what an extra 8MB of video memory does to a Dreamcast.
  41. Technical explanation for a "double image" effect in 30 fps games on current HDTVs
  42. CELL V2.0 (out-of-order vs in-order PPE)
  43. Feasibility of Cell emulation
  44. PS2 flicker filter registers on GS
  45. What are the Pros & Cons of having a PowerVR GPU in a Next Gen Console?
  46. Importance of assembler knowledge for console devs (and its education) *spawn
  47. Could MIPS make a comeback in consumer gaming devices?
  48. How many vertex,pixel shaders and textures...
  49. PSP emulation on PSV
  50. Game engines: online vs offline
  51. Designing a video game settop box
  52. The pros and cons of eDRAM in next-gen
  53. The Case for Arm in Nextgen Consoles?
  54. Will next gen consoles finally put an end to ugly low res textures?
  55. Voice recognition / Voice Control and Kinect
  56. Thin clients<->Central Computing Device or Distributed Computing?
  57. A trip to the Past: Castlevania SOTN porting
  58. Code reusability and a 'constant' hardware platform *spawn
  59. Post Mortem: Cell and Xenon-How good where they for uplifting game performance?
  60. Speculation on the polycount or quality of nextgen character models.
  61. Raspberry Pi
  62. Hyrule Field in OOT for the N64.
  63. Does 30fps feel more "cinematic" than 60fps?
  64. Will next gen consoles focus on improving IQ at current HD resolutions?
  65. Next Gen 2D Graphics
  66. *spin-off* Future of Engine Development (Licensed vs Internal)
  67. Will next gen games be fully anti-aliased?
  68. Vita taking apart video
  69. IBM Power7 Derivative: A Viable Console CPU?
  70. Sine Mora technical post mortem(ish)
  71. Current Consoles vs High End PCs
  72. List of games with v-sync (no screen tearing)
  73. Sony Cell BE / RSX shrink & integration roadmap
  74. Is Ivy Bridge HD4000 more powerful than PS360?
  75. Why did PS2 use eDRAM? *spawn
  76. Does Wii U really needs a 'tablet' gamepad?
  77. What embedded SoC or Fusion processor can outperform ps360?
  78. Is programing "to the metal" on XBOX 360 forbidden?
  79. What are the raw performance specs of PSVita?
  80. PS4 and XBox 720 -- Mega Power for an even LONGER life cycle!
  81. Memory bandwidth vs memory amount *spin off*
  82. Next gen RAM choices *spawn
  83. Advanced cooling technology *spawn
  84. Hardware utilization: PC vs console question
  85. How did dreamcast compare to psx/n64?
  86. Next gen games running on GTX 680...?
  87. [Lazy devs?] Portal 1 vs Portal 2
  88. NGGP: NextGen Garbage Pile (aka: No one reads the topics or stays on topic) *spawn*
  89. Go on record and predict Sony and Microsoft next generation systems specifications
  90. *spinning* Next-Gen Discs
  91. Oban: Allegedly very poor yields
  92. What's with trees this generation?
  93. Core did some amazing things with animation on the Playstation
  94. Halo 4 engine downgrades
  95. How can new console improve on games compared to this gen?
  96. *downscaled* Resolving Resolution
  97. rumored PS4 kit has an AMD A10
  98. Fun times with Super Nintendo
  99. Great post-mortem on Uncharted: Golden Abyss
  100. What affect does overscan compensation have on games? *spawn
  101. Console Die Sizes
  102. How to calculate ROP BW use?
  103. Agni's Philosophy Technical Article
  104. Nintendo's hardware choice philosophy *spawn
  105. Feasibility : Environmental Display in 2013/2014
  106. Has anyone taken a packet sniffer to the Wuu yet?
  107. Playstation 4, ideal specifications
  108. Running PS3 on Full HD 1080p TVs. Which setting to use for software upscaled games?
  109. Xenos Rendering Times
  110. A scientific experiment - Cell does T&L, with MAG
  111. What custom hardware features could benefit a console?
  112. Console Maker's OS
  113. Feasibility Of a Portable Wii U?
  114. Durango (XB720) technical hardware investigation (news and rumours)
  115. Software Emulation and BC Xbox>360 Vs 360>720?
  116. Beyond2.5D Stacking, Interposer, lego
  117. Carmack on Ray Tracing & Rasterization
  118. The viability of mixed local/cloud rendering?
  119. Non-Gimped, Full Powered Console Thread -- Open Discussion
  120. Controllers and every other aspect of Orbis and Durango
  121. Make educated guess of DurangOrbis die sizes, tdps, and costs based on VGLeaks
  122. Anti-Aliasing types for Next Gen Consoles
  123. Embedded Memory & Novel Techniques for IQ and Rendering
  124. Orbis (PS4) technical hardware investigation (news and rumours)
  125. Thoughts on next gen consoles CPU: 8x1.6Ghz Jaguar cores
  126. Forza: A Test Case for next gen hardware discussion
  127. Pics of WII U GPU released
  128. SNES vs. MegaDrive/Genesis
  129. How powerful was the GameCube?
  130. The capabilities of the 4 special CUs in Orbis
  131. WiiU CPU Espresso die shot
  132. Dazed and Computed / did the GPUs took the wrong road?
  133. Can high resolution textures substitute more polygons?
  134. N64's bilinear filter and AA method were mandatory functions of the hardware, right?
  135. *spin-off* Console Design Considerations & Costs
  136. How is Sony going to implement 8GBs GDDR5 in PS4? *spawn
  137. Pondering The Top Technical Innovations of the Playstation 4
  138. PS4 initial cost analysis
  139. Special techniques possibles with 8GB of RAM
  140. Is UE4 indicative of the sacrifices devs will have to make on consoles next gen?
  141. Display planes use
  142. Capcom's "Panta Rhei" engine
  143. Durango and Tile Based Deferred Rendering
  144. PS4 Technology Winks ~ 2013 [Live Event] to {Public^Release}
  145. Could PlayStation 4 breathe new life into Software Based Rendering?
  146. Were previous console jumps only 8-10x improvements?
  147. Benefits of higher performance Console CPUs (Game AI) *SPAWN*
  148. (Alleged) Orbis vs Durango memory subsystem comparison
  149. Next-gen character modelling (GDC 2013)
  150. Viability of a MIPS64/ARM64 based console?
  151. 'Graphic North Bridge' PlayStation 4's Custom Chip?
  152. Would a PS Vita HD refresh work?
  153. Realtime reflections in Killzone Shadow Fall
  154. Micron's memory cube supposedly in 2013
  155. Console Launch Delays -- Technical Implications
  156. Advances in Artificial Intelligence for next generation, & advanced AIs in videogames
  157. Software Rendering vs Hardware Rendering.
  158. The ESRAM in Durango as a possible performance aid
  159. Would GTA V be possible on Wii U?
  160. Feasibility of distributed computing across consoles over the internet *spawn
  161. Lighting of Killzone: Shadow Fall Slides
  162. Technical Comparison Sony PS4 and Microsoft Xbox .
  163. Server based game augmentations. The transition to cloud. Really possible?