Fafalada said:I can 100% confirm at least one high profile title on PS2 used this. And another one will be out shortly.rabidrabbit said:Has there been one game that had used this tech in PS2?
This point I thought the least relevant. Interpolating frames from various 'captured states' seems a small progression. I expect next-gen, certainly for main characters, to have skeletons animated by physics, Inverse Kinematics, etc., and have proper rag-doll properties.dukmahsik said:3) MOST INTERESTING: This patent (patent number 20050099417) that Microsoft was recently granted covers a method for using procedural synthesis to do real-time skinning of 3D characters. The basic idea behind the patent appears to be as follows. Artists using standard tools (i.e.., motion capture, 3D rendering tools, etc.) generate a character model along with a series of key poses in an animation for that model. This model consists of a set of bones that have been skinned with a deformable skin."
X-AleX said:The writer seems quite impressed by the hardware.
And you?
Fafalada said:These two games actually procedurally generate whole buildings in a modern city-scape.
Shifty Geezer said:Cell has what by comparison? 2 Mbs level 2 + a total of 256x7 = 3.75 Mb local storage?
Titanio said:Shifty Geezer said:Cell has what by comparison? 2 Mbs level 2 + a total of 256x7 = 3.75 Mb local storage?
2MB of L2? It's 512KB of L2. So 512KB + (7*256KB) = ~2.3MB.
Shifty Geezer said:2 Mbs level 2 + a total of 256x7 = 3.75 Mb local storage?
Shifty Geezer said:Oooo, I was way off the mark! Do the SPE's need to go through cache to access XDR? I'm thinking that L2 is primarily for the PPE. Or is Cell gonna have even bigger cache issues than XeCPU?
In terms of hardware abilities/inherent limitations, I don't see how XeCPU and Xenos are any less flexible than Cell and RSX. Now, if you're talking about the memory/bus configuration, that is something different.Microsoft seems more to have taken a bunch of ideas/goals (procedural synthesis, memory bus efficiency, cheap antialiasing, unified shaders) and built the entire design around those goals. It doesn't seem to be nearly as flexible as the PS3, but it seems that their goals are pretty compatible with most developers and will probably be a win for them anyway.
Luminescent said:Piecemeal, I don't see how XeCPU and Xenos are any less flexible than Cell and RSX. If anything they are more flexible. Now, if you're talking about the memory/bus configuration, that is something different.Microsoft seems more to have taken a bunch of ideas/goals (procedural synthesis, memory bus efficiency, cheap antialiasing, unified shaders) and built the entire design around those goals. It doesn't seem to be nearly as flexible as the PS3, but it seems that their goals are pretty compatible with most developers and will probably be a win for them anyway.
No they don't need to, but they can if you want them to.Shifty Geezer said:Do the SPE's need to go through cache to access XDR?
Nite_Hawk said:Luminescent said:Piecemeal, I don't see how XeCPU and Xenos are any less flexible than Cell and RSX. If anything they are more flexible. Now, if you're talking about the memory/bus configuration, that is something different.Microsoft seems more to have taken a bunch of ideas/goals (procedural synthesis, memory bus efficiency, cheap antialiasing, unified shaders) and built the entire design around those goals. It doesn't seem to be nearly as flexible as the PS3, but it seems that their goals are pretty compatible with most developers and will probably be a win for them anyway.
I was kind of thinking everything in general. A lot of it is the memory/bus configuration (IE, spending silicon to make AA cheap and a requirement to use, slower GPU memory vs very fast framebuffer memory), but it's more than just that. Everything in the PS3 is designed to talk to everything else extremely quickly. You can get SPEs talking to the RSX and pulling data from all over the entire system. Everything is interconnected and designed to be very very fast at doing it. The xbox360 does this in places, but it feels like it was designed to be elegant where the PS3 was more designed to be flexible.
Nite_Hawk
Nite_Hawk said:I was kind of thinking everything in general. A lot of it is the memory/bus configuration (IE, spending silicon to make AA cheap and a requirement to use, slower GPU memory vs very fast framebuffer memory), but it's more than just that. Everything in the PS3 is designed to talk to everything else extremely quickly. You can get SPEs talking to the RSX and pulling data from all over the entire system. Everything is interconnected and designed to be very very fast at doing it. The xbox360 does this in places, but it feels like it was designed to be elegant where the PS3 was more designed to be flexible.
Nite_Hawk