The stream is live here. He's speaking now.
http://www.ustream.tv/channel/quakecon-2009-live-stream
Should be a recording of it up on that page too automatically after, if I understand how Ustream works.
For his PS3/360 comments, relatively brief and restated what he's said before, 360 is easier to work with, PS3 has a bit more compute power. The one tidbit he added was that the extra compute power in PS3 does sometimes matter now, and he mentioned the decompression of Rage's data as being an example. Beyond that he made sure to point out that PS3 and 360 are both excellent, far better than what he's had in the past, and closer together in capability than past platforms as well. He also mentioned that PS3's (third) place in the market is one reason it generally gets the short end from devs.
Overall he's not saying much of interest at all on the console front, so this may be a short thread.
Some interesting discussion about parallelism negatively impacting latency these days, he says it's a real problem.
Doesn't know about next gen consoles, but thinks Intel will be gunning really heavily for Larrabee in a console. "Foregone conclusion" that MS and Sony will be using massively parallel architectures next gen, only Nintendo may not.
PS3 is in no mans land with 8 processors..more than you can easily hand schedule but not enough to be a "sea of processors" either. But also mentioned earlier that coding on PS3 prepares the code to be robust for todays processors.
On onlive type services..latency the issue, but a lot more classes of games than people think, could be feasible, example being "The Sims", twitch games like Quake would be the hardest..upside is client side cheating vanishes. Key will be optimizing networks stacks for reasonable latency. Definitely thinks its not a crazy idea and has very interesting potential.
http://www.ustream.tv/channel/quakecon-2009-live-stream
Should be a recording of it up on that page too automatically after, if I understand how Ustream works.
For his PS3/360 comments, relatively brief and restated what he's said before, 360 is easier to work with, PS3 has a bit more compute power. The one tidbit he added was that the extra compute power in PS3 does sometimes matter now, and he mentioned the decompression of Rage's data as being an example. Beyond that he made sure to point out that PS3 and 360 are both excellent, far better than what he's had in the past, and closer together in capability than past platforms as well. He also mentioned that PS3's (third) place in the market is one reason it generally gets the short end from devs.
Overall he's not saying much of interest at all on the console front, so this may be a short thread.
Some interesting discussion about parallelism negatively impacting latency these days, he says it's a real problem.
Doesn't know about next gen consoles, but thinks Intel will be gunning really heavily for Larrabee in a console. "Foregone conclusion" that MS and Sony will be using massively parallel architectures next gen, only Nintendo may not.
PS3 is in no mans land with 8 processors..more than you can easily hand schedule but not enough to be a "sea of processors" either. But also mentioned earlier that coding on PS3 prepares the code to be robust for todays processors.
On onlive type services..latency the issue, but a lot more classes of games than people think, could be feasible, example being "The Sims", twitch games like Quake would be the hardest..upside is client side cheating vanishes. Key will be optimizing networks stacks for reasonable latency. Definitely thinks its not a crazy idea and has very interesting potential.
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