Recent content by Fafalada

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    *spin-off* Ryse Trade-Offs

    Vast majority of game UIs are NOT an independent floating layer above the "game world". UI is also an integral component of UX, which typically means heavily interleaved with application-state(or even being in direct control of app-state), making it a poor fit for the async-refresh part too...
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    Realtime frame interpolation upscaling 30fps to 60fps

    I've seen that science fiction at work in 2000 at an amusement park. Granted the lightweight glasses were wired to some sort of receiver belt you had to wear, and working with a square room and humans restricted to center of it simplifies a lot of AR problems, but it was over a decade ago - and...
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    XBox One, PS4, DRM, and You

    PS3 always had game-sharing for digital purchases, I doubt they'll remove the option on PS4 (although it would be nice if they relaxed the restriction to more than 2 shares again).
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    Is 60fps the new thing for next-gen?

    I disagree framerate is divorced from visual quality - while it doesn't register in a screenshot, 60fps looks better than 30fps does. That said - I don't think there's a single answer to whether other improvements you can get going to 30fps are usually enough to offset that or not. Well I...
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    Is 60fps the new thing for next-gen?

    2ms to get 2 16ms frames from 33ms, and in screenspace - so it scales with resolution of your render-targets. Cost footprint per-frame is comparable to screenspace motion-blur methods, so you can up-trade for "free". Personally I think the real value of this isn't necessarily doubling the...
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    Is 60fps the new thing for next-gen?

    Officially confirmed 60fps games aside - a number of demos were ran off PCs as well, so the featureset/fps of those may or may not translate to final products.
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    Viability of a MIPS64/ARM64 based console?

    PS2s R5900 was an implementation of MIPS64 (customized - notably it ommited 64bit Mul/Div but made GPRs 128bit and added a bunch of 128bit operations). Not entirely sure I understand the question though - the "RISC" ISAs aren't drasticaly different (they all got arbitrarily more complex...
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    Is UE4 indicative of the sacrifices devs will have to make on consoles next gen?

    Well multiple dev-studios around the world have their own Motion-capture studios, it's not such a stretch we'll see light-stages in some in the future (assuming the tech matures to that point). Though I'm not sure are we talking about capture of humans or other stuff here. I'd have to...
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    PlayStation 4 (codename Orbis) technical hardware investigation (news and rumours)

    IMO the only chance for "progressive installs" happening at all is if it's mandated by respective hw makers with some strict requirements(in terms of timing&size requirements for minimal install before a game is playable). It's just not something that you can do transparently, or even shoehorn...
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    Is UE4 indicative of the sacrifices devs will have to make on consoles next gen?

    Unless you're just referring to computational load there's no facts being discussed anyway - there are modern high-end games that are on the ugly-stick side of things regardless of what math they crunch through.
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    PS2/PS3 backward compatibility

    A custom processor, I don't think it was ever publicly revealed, but speculations put it as PPC based. When that particular revision happened, compatibility was impacted for < ~30 PS1&PS2 titles. Well all that work already happened for Euro-launch of PS3 (when EE was first removed). IIRC the...
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    Display planes use

    You're not really answering the question here. Do you make your cross-hair move around the screen rather than rotating the camera? Do you re-think the rendering of "slow-plane" to render a much larger field-of-view (requiring multiple passes) to accommodate for faster scrolling of the cross-hair...
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    Xbox One (Durango) Technical hardware investigation

    It's quoted as peak performance - and if we believe that, I agree it sounds slow - just barely faster than PS2 JPeg decoder (2.5MPix/Frame / 150Mpix/s), and that was 13 years ago - targeted at 6x lower resolution. Can also consider that quoted LZ decoder speeds aren't great either (IIRC single...
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    *spin-off* Game size

    Especially when the content-creation process for those unique texels already heavily depends on procedural generation in the first place. But given the hoops Rage jumps through to maintain 60hz, it's a bit of a stretch to argue it owes most of it to Virtual textures.
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    Xbox One (Durango) Technical hardware investigation

    Texturing the scene - if you look back 12 years - a certain console shipped with a DCT-I-Frame decoder block running at 150MPix/sec. Which at 60fps would give you 10MB/frame (4bit textures), or enough to saturate mem->GPU bus. Sure you can do the same with general-purpose compute resources, but...
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