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#26 |
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super willyjuice
Join Date: May 2005
Location: Astoria, NY
Posts: 986
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This thread isn't about what x engine can do or if x engine is better than y engine. It's a discussion about how "close to the metal" console developers can go. I'll take the fall for not being clearer in my previous post, but I expect everyone to now be on the same page. I can only hold back Brit for so long.
If you see an off-topic post, please do not respond to it but instead report it (and that's not unique to this thread!). |
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#27 | |
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Registered
Join Date: Sep 2005
Location: France
Posts: 291
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Quote:
a simple cubemap, and the one applied to the player's car is the same applied to the other cars. So when the player's car passes in a tunnel, the reflection map of the other cars, even those which are not in the tunnel, is the reflection of that tunnel. |
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#28 | ||
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Member
Join Date: Mar 2012
Posts: 808
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This is from 2009:
Quote:
And from the twitter in the article: Quote:
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#29 |
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Naughty Boy!
Join Date: Jan 2008
Posts: 110
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There is always a way to code to the metal even it is undocumented or a first party secret. Nowadays consoles are so fast that you can do pretty much anything you want at 60fps but if you compare thirdparty games to first party games there is definately a clear difference in the amount of performance that is achieved. Maybe the first party people are putting in more work (artists, labour) but I doubt their programmers are better than people in the wild so they must know something that other people dont know and coding to the metal is the best way to get those magical results on limited hardware.
Not to mention people who depend on engines that are on top of the console such as Unreal. I don't think they have much choice but to use the APIs provided. |
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#30 | |
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Junior Member
Join Date: Jul 2003
Posts: 67
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Quote:
Not only for looks, but you also want to reduce the platform specific bugs to as low as possible. |
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#31 |
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Junior Member
Join Date: Jan 2009
Posts: 59
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The API on Xbox is the reason we've had to debug one GPU crash on that platform in the last 4 years vs 1 every couple of weeks on PS3. I would not say that APIs are not useful on consoles, nor that programming "to the metal" is always good.
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#32 | |
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Junior Member
Join Date: Jun 2010
Posts: 97
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Quote:
Just out of curiosity, How many full PS3 games has your team had published? |
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#33 |
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...
Join Date: Feb 2002
Location: Cleveland
Posts: 4,286
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It's significant enough to establish the team as having expert credibility in what they say about Xbox or PS3 development. You should not doubt what they say.
__________________
IBSL: 2835, 6541, 8531, 9299, 20484, 86985, 87130 FBSL: 7221, 9255, 15892, 20484 |
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#34 |
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Senior Moment
Join Date: May 2002
Location: SurfMonkey's Cluster...
Posts: 1,728
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I see what you're saying but the question is still relevant and isn't attempting to undermine their credibility. One Xbox debug in 4 years and 1 a week on PS3 is relevant if they've only work on one Xbox game in the last 4 years an several PS3 games etc.
__________________
"We're a virus with shoes" - Bill Hicks "The fact that a believer is happier than a sceptic is no more to the point than the fact that a drunken man is happier than a sober one. " — George Bernard Shaw "The Tree of Life is Self-Pruning" - The Darwin Awards |
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#35 |
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Grumpy Mod
Join Date: Dec 2004
Location: In a pretty pink padded cell
Posts: 26,056
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Yeah, there is a statistical qualifier needed, but that's pretty implied as constant development across both platforms for a significant period of time. It would be good to hear if those PS3 issues are across titles though.
__________________
Shifty Geezer ... Tolerance for internet moronism is exhausted. Anyone talking about people's attitudes in the Console fora, rather than games and technology, will feel my wrath. Read the FAQ to remind yourself how to behave and avoid unsightly incidents. |
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#36 |
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...
Join Date: Feb 2002
Location: Cleveland
Posts: 4,286
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I don't feel comfortable with saying how many as I don't want to give away which development house he works for. It's significant enough to say they have multiple titles released over the systems' lifetime. Their titles are released on several platforms (PC, XB360, PS3).
__________________
IBSL: 2835, 6541, 8531, 9299, 20484, 86985, 87130 FBSL: 7221, 9255, 15892, 20484 |
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#37 |
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super willyjuice
Join Date: May 2005
Location: Astoria, NY
Posts: 986
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I'm interested in discussing the current APIs that console developers are given access to and how close to metal they are. I'm also interested in discussing the pros and cons of those APIs. What I'm not interested in discussing is how many PS triple games a certain game studio produced.
Want to know someone's personal information (like who he works for)? Ask them in PM (btw, this isn't new). |
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#38 |
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Junior Member
Join Date: Jun 2010
Posts: 97
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Question about handhelds....
Do handhelds like the 3DS, VITA and PSP go API-free, or is there one available? What's the approx frequency that developers will not use them? Like, is it common? |
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#39 | |
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Naughty Boy!
Join Date: Jan 2008
Posts: 110
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Quote:
The thread is more about how much low level "to the metal" asm hacking you have to do to get a pretty game. VERSUS sticking to the api and just pissing about. I think the Uncharted on the ps3 is clearly a case of clever to the mental code. First party or third party it really depends on how much you know and how much time you willing to put into learning the machine. A cross platform engine would always have to make sacrifices - no sense talking about them since your can't go to the mental when you have limited time and money. |
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#40 |
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Junior Member
Join Date: Jan 2009
Posts: 59
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On PSP1 it was reasonably common to just forego the API and submit raw command buffer. No idea about any of the other handhelds.
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#41 |
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Senior Member
Join Date: Feb 2004
Posts: 2,447
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Why was it "that" common?
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#42 |
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Now Officially a Top 10 Poster
Join Date: May 2006
Location: Maastricht, The Netherlands
Posts: 12,898
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#43 |
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Junior Member
Join Date: Jan 2009
Posts: 59
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- It's a nice way to work, very clean.
- You can potentially pre-create command buffer offline. - API overhead can be wasteful, and on limited devices you want to eliminate as much waste as possible. (Though I don't recall much about it, I don't believe PSP had much overhead, but it also had multiple API choices including an unsupported one someone at SCEE whipped up.) |
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