ERP said:
It does remind me of the outrage when Gamecube specs were published out of the developer docs by IGN. The number of people who argued that they must be wrong and from early docs, was somewhat amusing. Not that I'm saying IGN is accurate or not this time, just that they have in the do have pretty solid sources, although they can get enthusiastic in their interpretation of their sources.
Good of you to finally come in & comment ERP, I was beginning to believe I was going to have to plug in an ERP bat signal to illuminate the night sky. I also believe that IGN's comments can be interpreted incorrectly, esp. without a thorough tech. background & still no information or developer commentary on Hollywood's capabilities. I've read your opinions before regarding the Revmote as gimmicky, nice to know its precision is quite accurate though. It will be up to developers & their
various implementations to prove the controller's gameplay worth however, outside of the fpser genre.
pc999 said:
Things like normal maps and such it is nice as a adition if it does not have (high?) cost (in terms of content, features, price, time till we get the next one...).
Normal maps should indeed be possible on the Rev., esp. since they were actually
possible upon the
GC. Read here:
http://www.beyond3d.com/forum/showthread.php?t=18282
Hollywood will be able to perform the equivalent of DX9 level shaders. This should make (normal mapping) easily acheived esp. if XBX games like Riddick:EFBB, SC:Chaos Theory, (all 3 console versions) Halo 2, & Matrix
ath of Neo (PS2) utilized them.
ninzel said:
My understanding is that the difference between Nintendo's quoted figures and MS or Sony's for that matter is that Nintendo shows realisitic in game figures whereas Sony and MS use raw numbers.
Yes, posting unnattainable real-world gaming theoretical maximums is not something Nintendo does, but MS is simply following the same line of PR Sony established here. We know the systems are indeed very powerful, but no need to insult our intelligence Kutarugi/Ballmer.
fearsomepirate said:
pc999, what I'm suggesting is that perhaps there are some unique approaches to hardware in the GPU that we just don't know about. Especially considering it was a 162 MHz chip with a low fillrate and a very simple T&L unit, Flipper could pull off some very nice graphics due to the unique approach of things like the TEV's indirect texturing, the multiple loopbacks, the ridiculously fast (for the time) framebuffer and texture cache, etc.
I think the most we can assume from the ATI article is that it will have a DX9-like feature set. We know little else about what exactly this feature set will be or how it will be implemented. Based on the engineering of DS, GBA, and Gamecube, I think they have maxima on cost, power consumption, and heat output, and they're trying to maximize image quality and graphical fidelity within those constraints.
Which harkens back to my question regarding the knowledge surrounding the Revolution's comprehensive system architecture. Without this, I do not think that a clear understanding can be attained from
"2-3x as powerful" statements. Though I trust ERP, I suspect it will be no different from this generation. Meaning that differing developers will be capable of extracting differing levels of performance, once they familiarize themselves fully with the architectural strengths & weaknesses. Also dependent upon their proficiency in exploiting said aspects.