I can't help but think you're easily impressed.And, apologies for posting in two different threads here, but I downloaded and ran Epics "Epic Citadel" demo on the iPhone4, and I haven't been as awed by any graphics demonstration since the Silicon Graphics virtual cave.
John Carmack said:
I spotted the UE3 engine within a millisecond.
So with licensing costs and the amount of development needed for a game like this, can they do it for something which will sell for less than $10?
More than likely closer to $5 than $10?
I'm extremely impressed by the Epic Citadel demo, no doubt the best-looking handheld graphics so far. However, I think the most impressive bit is the amazing texture detail and clarity, which is greatly helped by the extremely high pixel density of the iPhone 4's display. There are a few high contrast edges which could benefit from some AA, but apart from that you can't discern any pixels that would break the illusion. (Well, you can, but you need to be very close, to the point where it becomes uncomfortable for your eyes to focus on the screen.) Quite unlike a normal PC monitors. I'm longing for the day 200+ ppi becomes standard in all new monitors.
Frankly,there is nothing really that impressive about their demo beyond professionally done art ( which generally is 80% of success anyway)
He said iPhone4 for a reason; the difference in texture quality between iPhone4 and iPad in the screenshots above is more than an eye-opener.I guess you could say that , given extremely shitty fillrate stats on iPads ( or in general on high-res iOs devices) , having it running at decent framerates is kind of impressive in itself.
There isn't much to do in this world, but I'll be damned if it isn't the most impressive thing I've seen on my iPhone by a long, looooooooooong mile. It is also the first time that I've seen anything on my 3GS that looks better than a lot of stuff on my PSP, though, again, not much is happening and the proof will be in an actual game.
He's not hurting for cash and he avoids being forced into a situation he hates ... seems extremely pragmatic to me.An understandable choice, but maybe not a pragmatic one.
And then the better image is displayed on a device with twice the ppi. On the iPad: very nice. On the iPhone4: fantastic!He said iPhone4 for a reason; the difference in texture quality between iPhone4 and iPad in the screenshots above is more than an eye-opener.
Even with a dual-core CPU, that component is still the choking point for actually using the potential of these GPUs for game graphics.
If OpenCL could rebalance the workload even a little for, say, physics (not sure how well that'd go down in a combined OpenGL ES and OpenCL environment), it'd go a long way to keeping both units productive in games.