darkblu said:you don't mean dreamcast games, do you? as in size they are mostly anywhere from 0.5 to 1GB.
, there will not be DC games on Rev (by now), but eg from N64 games if you do have ~5 then you already filled half of the memory.
darkblu said:you don't mean dreamcast games, do you? as in size they are mostly anywhere from 0.5 to 1GB.
fearsomepirate said:It's especially weird because Unreal Engine 2 was designed for "HD" resolutions. I didn't know anyone who played the UT games at 640x480 on their PCs.
fearsomepirate said:darkblu, I saw tons of jaggies in interlaced mode, especially in the village levels. There was also some severe texture aliasing in the castle. Strangely, when you got to the military base, they seemed to be using some sort of AA. I saw no specularity in the village, but you may be right, it could be that I'm so used to "HEY! LOOK OVER HERE! SPECULARITY!" that I just don't see it. The thing that stood out to me was that the game looked near-perfect, but I couldn't really put my finger on much of anything, unlike games that impress you by punching you in the face with SFX.
fearsomepirate said:I didn't see any specularities to speak of. Now I really wonder what you're talking about. I do wish the game had at least 2x FSAA...it's gotta be the jaggiest game on the Cube.
fearsomepirate said:Strangely, when you got to the military base, they seemed to be using some sort of AA. I saw no specularity in the village, but you may be right, it could be that I'm so used to "HEY! LOOK OVER HERE! SPECULARITY!"
Griffith said:lower resolution, lower texture resolution, lower physics, lower AI, more loading time
and depending on gpu, lower number of effects (HDR, etc)
if it will end near 2x the gamecube, with 128 MB of mem, its first software gen titles will be barely differenced by an xbox1 game of 3th software gen
Griffith said:there's few that you can do to avoid loading time
compression, compression, compression
but with 88-128 MB the loading times will be huge (decompression takes time too)
Lazy8s said:More often, publishers focus their ambitious projects for that console, backing it with larger budgets, more staff, and more resources overall. Games are often conceptualized and tuned more aptly for the machine. Developers' "A Team" staff are put on the job. A larger general sampling of developers, which in turn, means a larger number of talented developers, continue to raise the technical bar at a faster pace for what can be done with the machine.
Li Mu Bai said:Great Odin's beard! Tell me you are not serious fp, it has by far the second best lighting engine ever developed upon the Cube. (bested only by RSIII's per-pixel goodness & light scattering) The diffuse lighting was masterfully used. Jaggiest? For the love of all that is holy! Have you not seen Cubivore amongst a host of other games fearsome? Btw there is no such thing as a "jagless game" this generation, nor will there be the next. As I said earlier, the PCs will forever be ahead esp. in regards to its superior anti-aliasing capability.
If you are accustomed to playing high-end PC or even XBX games then no, the specularity wasn't implemented in such a manner so as to draw your attention away from the rest of the environment, say like the lighting in Splinter Cell series was. But AA was applied to the military base, & not a form of it as it is Flipper processor function.
Why are you being redundant? A lower maximum resolution setting translates into lower-res textures, it's understood. I do not have the time, nor patience to illustrate to you Griffith the GC as a comprehensive system. The GC's texture upload, compression/decompression, & load times were effectively & comprehensively shorter than the XBX's despite it boasting essentially a 37mb advantage in memory on paper, though not in reality. The UMA required the OS, sound, Z-buffer, etc. to all be drawn from that 64mb, thus further reducing the amount that could be allocated for textures, though it still bested the GC's by a good margin. And with 1st party Nintendo developed titles, there was absolutely no contest as they were loaded virtually seamlessly. (LOZ:TWW, MP, MP:Echoes, Pikmin II, SMS, etc.) Do you know what type of compression scheme the Rev will utilize? Cache sizes? Did you even bother to read my post on MoSys 1T-SRAM-Q's characteristics?
So a system that supports a GPU with DX9 functionality, with a primary dedicated 128mb of 1T-SRAM-Q ram, (more than double what the XBX can hold & process) e-DRAM, & a third ram pool solely for sound (& perhaps secondary functions as well) will be the equivalent of only 3rd generation XBX titles? You have made me say "WoW." You act as if the XBX was running unoptimized code (ala the PS2) from its beginning, & due to the platform's programming complexity therefore initially made it very difficult to extract optimal performance from.
Wrong. As this isn't the PS2. PDO, Halo, JSRF, etc. still hold up when comparing generational software. Why would that be exactly? Because the DX8 (8.1) API in addition to the dedicated pixel & vertex shaders made it a programmer's dream. (esp in comparison to the PS2 & GC) No more of the laborious hand assembly code was needed for optimizing visual performance, animation, & effects. According to developers, it was obviously easier by far to create visually impressive software & effects, & as a result they could spend more of their time & assets focusing on these aspects. While the GC was easier to get game code up & running, exploiting the TEV's abilities was far, far more difficult.
I'm not saying that these successive gen. titles didn't utilize the XBX's power more proficiently, (normal maps, etc) but it's visual progression generationally was nothing compared to that of the PS2. And if the Cube had more talented 3rd parties attempting to code to the GC's metal, creating its software architecturally from the ground up (Factor 5's RS series, (GDS) Square-Enix's FF:CC, Retro's Prime series, Capcom's Studio 4's RE4, Rare's SFA) I believe we would have seen an even more pronounced visual succession than even that of the PS2. (simply due to the more advanced feature-set)
But the market leader always is the recepient of the most competitive development environment & gets dug into most deeply.
Back on topic, Nintendo has admittedly loathed loading times ever since before the N64, & have even gone on record to say they are using advanced technology to ensure a fast start-up for the Revolution, but this is in your mind outside the realm of possibility I'm assuming?
Thunder Emperor said:Unto Mark rein's statement, isn't UE3 scaleable so what do Rev not having HD have anything to do with it?
Li Mu Bai said:Great Odin's beard! Tell me you are not serious fp, it has by far the second best lighting engine ever developed upon the Cube. (bested only by RSIII's per-pixel goodness & light scattering) The diffuse lighting was masterfully used.
Li Mu Bai said:Didn't the 360 have four revisions? I also agree, Matt posted comments like "Double the clockspeed of the Flipper & Gekko & you're just about there." Huh? You didn't even have in your possesion the 3rd iteration of the Rev devkit when this was written, it certainly did give the false impression he was experimenting with the final hw. Although Nintendo could've clearly given out spec. projections on what to expect, but why absolutely no GPU/Hollywood mentions then? Nintendo seemed keen on getting developers to familiarize themselves with the Revmote 1st & foremost, & even actively assisted some of the larger 3rd party developers with control implementation as well as ideas. As I posted here:
http://www.beyond3d.com/forum/showthread.php?t=25383
Mr. Saturn said:I'd hate to bring this up so late, but does having the final development kit really make that big of a difference? I remember hearing that the final development kit is usually only a 10-15% increase in power. I'm just wondering if there's any truth to that statement.
IGN-February 22 said:Developers making Revolution software that will show up at E3 2006 in playable form - high profile companies like EA and Ubisoft, to name a few - will soon be sent the official fourth SDK prototype [ie prototypes] , which promises to deliver between 90% and 95% of the final system's performance.
pc999 said:Dependent on the case, eg in most cases XB360 SDKs are based on G5+X800 which is about 1/3 of the final (acording to them) only very few (eg Rare) got early prototipes, in the case of PS3 IIRC it has 75%.
ERP said:True but I new what the final configuration of the Xbox360 hardware was down to memory latencies long before I even saw anm alpha kit.
Red Steel was developed with pre-alpha kits (GC) and was just recently moved to Rev's later SDK's, so they could still implement a few more effects before release.pc999 said:That is what is interesting in this case, once they use expressions like "belived" and such for the GPU/CPU and played a big role in this thread. , althought from Reed Steel it seems that IGN is right , yet one can still hope given the SDKs time frames (and given that we now nothingh from the Rev HW).
Well, hope is the last thing to die...
pc999 said:If it is a significant updated HW, I hope more than a few, IIRC a few months before the release SW:RSII looked much worst than the final product.