ManuVlad3.0
Regular
GameSpy: I hear you guys are the only company that has multiple PlayStation 3 dev kits.
Entis: We do have PlayStation 3 [kits]. I don't think I'm allowed to comment on any specifics. We clearly have PlayStation 3 dev equipment because we did a real-time PlayStation 3 demo at the Sony press conference. My team up in Vancouver has one. That was where that demo was developed in coordination with the Chicago-based Fight Night team. So we've had that for several months.
GameSpy: So having 5 times that floating point technology on the PlayStation 3 must be a...
Entis: Well, I like PlayStation 3 very much. We work with each of the companies in different ways. They all have different type machines and different market propositions. I'm looking forward to all of them.
GameSpy: Is PlayStation 3 more powerful than 360?
Entis: Well, I don't think any of us are really ready to say for sure. There's no final hardware specs on any of the systems [at the time of this interview].
Sony will have more processing power. There's no question about that. Then the arguments are about how easy it will be for people to get to and use it. The extra processing power will help. I think a lot of what we've been talking about in terms of dynamics is that physical simulations, fluid dynamics and to a certain extent AI. Some of the AI may actually end up using floating points, especially when you're using statistical AI and processing. Floating point is going to help all that.
The other place that I think floating points will help is less relevant to consumers. I think floating point will help with the process of building games. I think we'll see much more procedurally generated assets. So we'll see textures, noise patterns, and animation with some components that are procedurally generated. We'll see models procedurally generated in some cases, particularly when there are very large scale worlds with a lot of variety.
Every team is going to have a choice, "Do we actually build all that stuff one-by-one, or start abstracting out rules that can generate some part of those models on the fly?" All of that is going to start moving from how much raw data can we just take and play back as is?
Architecturally we're going to want to shift the problem of creating worlds from how much human labor and disk space we throw at it to how do we start condensing some of that and start moving on to the processors.
http://www.gamespy.com/articles/634/634928p1.html