JC Keynote talks consoles

Another PC dev dislikes the new console CPUs?

*shock*

But seriously, I suppose it is an issue at least in the short-term, but to different degrees depending on developer background. Hopefully it won't present too many barriers in the short term.

The full transcript should be interesting when it's available (as Carmack's speeches always are imo).
 
- 3:30: Carmack not happy with Microsoft's stance on OpenGL vs. D3D
- 3:34: Carmack warns that Xbox 360 technology is not "as powerful as it sounds"
- 3:35: In comparison to high-speed AMD/Intel system, X360 runs about half as fast
- 3:36: Multi-processing isn't easy to work with despite access to powerful VGA cards
- 3:38: The "return" from multi-processing on X360 won't be as glorious as some originally thought
- 3:40: Parallel programming = tough, even on consoles; performance benefit vs. extra time
- 3:41: Questions use of multi-processors; thinks out-of-order processors would've been better for this generation; expects next-gen to be better for parallel processing

Ouch.
 
Carmack stopped being of any importance a long time ago. Apart from the fans hailing him as this "genius". The novelty's gone now.
In the console world, he never did matter.
 
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Interesting parts:


[Edited to remove repetition.

-Carmack seemed to side with Microsoft more than Sony; seemed to "shrug" off Cell processor for design reasons.
- "There will be the developers that go ahead and have a miserable time and do get good performance out of some of these multi-core approaches, and the Cell is worse than others in some respects here" ]

I had the impression that carmack loved the cell early on...
 
- 4:51: $100 million games are just around the bend

He can't be serious. $100 million? He must be freaking out over the multi-core architecture thinking he'd have to sink in more money than feasible. Besides, you could just license UE3. 1 million + game production... no engine work what-so-ever.
 
london-boy said:
Carmack stopped being of any importance a long time ago. Apart from the fans hailing him as this "genius". The novelty's gone now.
In the console world, he never did matter.
Novelty might have gone, but his comments echo many concerns over the design choice(s). :LOL:
 
Confidence-Man said:

- 3:35: In comparison to high-speed AMD/Intel system, X360 runs about half as fast

Well if he's using code that was written for OoO processors on an in-order processor(Xenon), there's your problem. Of course OoO code is going to run faster on an OoO processor compared to an in-order.

Don't tell me Carmack is pulling an Anandtech....
 
serenity said:
Novelty might have gone, but his comments echo many concerns over the design choice(s). :LOL:

And his comments will echo zero if games released look like WarDevil, Killzone, Gundam, and Motorstorm. And 100 million dollars please I thought game production was going to cost upwards to 10 to 15 million dollars.
 
Mefisutoferesu said:
He can't be serious. $100 million? He must be freaking out over the multi-core architecture thinking he'd have to sink in more money than feasible. Besides, you could just license UE3. 1 million + game production... no engine work what-so-ever.

Was he talking about cost or earning power? Look at how much GTA:SA, HL2 or Halo2 cost, but they made back a lot more.
 
I'd take carmack's words on these nextgen consoles more seriously if he'd actually developed a title for them first before speaking out on them. Last console he made a game for was the freakin atari jaguar for chrissakes, and that one was multiprocessor out the wazoo (three fully programmable processors, one semi-programmable, one hardwired) and he never expressed any hate for it whatsoever. Quite the opposite, he liked the CRY framebuffer mode, and all he had to complain about publically were a couple hardware design flaws that limited real-world performance compared to theoretical peak.

I'd say he is the archetype of the lazy-ass PC programmer. He goes for solutions that work without creating too much hassle for him personally, and he doesn't like to optimize n shit. Case in point, he tore out the bones-based inverse kinematics animation system he was designing for quake3 and replaced it with standard keyframe animation, undoubtedly because he could just copy & paste it out of quake 2, or rewrite with minor modifications and not have to care about getting his bones working properly. Leave it all up to the animator to make characters move the way they're supposed to...

The guy's smart, and he's successful. He doesn't seem to like challenges though, not if he can avoid them by punting off his code to a big fat single-threaded, out-of-order CPU qith large caches running at a high clockrate. A guy like that should be nobody's hero. He ought to be respected, but not worshipped. :)
 
blakjedi said:
I had the impression that carmack loved the cell early on...

He's been speaking out against multi-core for some time now. He's not even too keen on extra physics chips.

He's obviously in a not-very-happy place coming from a PC background, and more specifically, trying to bring a PC codebase (Quake4) over to one of these systems. He's not alone in that regard - while Gabe Newell is advising to throw out your old codebase, Carmack doesn't have that luxury right now ;) - many other devs are in a similar position and have voiced similar concerns. I think it'll be easier for others, particularly devs with PS2 experience, though that's not to say it'll be a walk in the park for them either..just easier.

It may hurt PC ports in the short-term, though. Hopefully they'll do enough to keep the games smooth, or the chips handle the code well enough to keep them smooth enough.
 
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Guden Oden said:
I'd take carmack's words on these nextgen consoles more seriously if he'd actually developed a title for them first before speaking out on them. Last console he made a game for was the freakin atari jaguar for chrissakes, and that one was multiprocessor out the wazoo (three fully programmable processors, one semi-programmable, one hardwired) and he never expressed any hate for it whatsoever. Quite the opposite, he liked the CRY framebuffer mode, and all he had to complain about publically were a couple hardware design flaws that limited real-world performance compared to theoretical peak.

I'd say he is the archetype of the lazy-ass PC programmer. He goes for solutions that work without creating too much hassle for him personally, and he doesn't like to optimize n shit. Case in point, he tore out the bones-based inverse kinematics animation system he was designing for quake3 and replaced it with standard keyframe animation, undoubtedly because he could just copy & paste it out of quake 2, or rewrite with minor modifications and not have to care about getting his bones working properly. Leave it all up to the animator to make characters move the way they're supposed to...

The guy's smart, and he's successful. He doesn't seem to like challenges though, not if he can avoid them by punting off his code to a big fat single-threaded, out-of-order CPU qith large caches running at a high clockrate. A guy like that should be nobody's hero. He ought to be respected, but not worshipped. :)

Totally agree.
 
Titanio said:
He's been speaking out against multi-core for some time now. He's not even too keen on extra physics chips.

He's obviously in a not-very-happy place coming from a PC background, and more specifically, trying to bring a PC codebase (Quake4) over to one of these systems. He's not alone in that regard - while Gabe Newell is advising to throw out your old codebase, Carmack doesn't have that luxury right now ;) - many other devs are in a similar position and have voiced similar concerns. I think it'll be easier for others, particularly devs with PS2 experience, though that's not to say it'll be a walk in the park for them either..just easier.

It may hurt PC ports in the short-term, though. Hopefully they'll do enough to keep the games smooth, or the chips handle the code well enough to keep them smooth enough.
I agree regarding your comments on PS2 programmers probably being able to get the most out of the new hardware... I seriously think that the developers who have worked their buts off tapping every ounce of power from the PS2 hardware, will have a large advantage when they start to really get into their programming for the PS3 …..

in fact, I have a theory that the devs saying that PS3 & Xbox 360 are similar in power are those who have not had extensive experience programming for PS2 .. those hardcore PS2 programmers are the most likely ones, IMO to say the PS3 is more powerful than the Xbox 360 ............
 
At some point everyone will be using multi core . Even amd and intel are now in the high end and mid end putting out multicore chips . Amd may even have 3 core and 4 core by the end of 2006 . Multicore is a pain to develop for but it will hae to start happening soon .

he is just going to have to bite the bullet and go multi core .


As for game costs i'm sure by the end of the generation one or two games will hit close to that 100 million mark. Art it seems is now the major cost , not the engine it self and the prettier the games the more expensive they will get

TO Guden Oden . His engines are running on next gen systems (quake wars ) So i'm sure he has looked into them esp since his next engine should be finished around halfway through this generation .
 
Wunderchu said:
I agree regarding your comments on PS2 programmers probably being able to get the most out of the new hardware... I seriously think that the developers who have worked their buts off tapping every ounce of power from the PS2 hardware, will have a large advantage when they start to really get into their programming for the PS3 …..

in fact, I have a theory that the devs saying that PS3 & Xbox 360 are similar in power are those who have not had extensive experience programming for PS2 .. those hardcore PS2 programmers are the most likely ones, IMO to say the PS3 is more powerful than the Xbox 360 ............

common challenges to both architectures though and only 3 more HW threads between em
 
mckmas8808 said:
And his comments will echo zero if games released look like WarDevil, Killzone, Gundam, and Motorstorm. And 100 million dollars please I thought game production was going to cost upwards to 10 to 15 million dollars.
If wishes were horses. :LOL:

Also what has good looking games to do with multi-core a bad choice for gaming line of thought ? I missed you there completely. :neutral:
 
Some other comments from another article:

# Much of the keynote speech was about Carmack's opinions of the next generation consoles, specifically the Playstation 3 and the Xbox 360 (the Revolution wasn't even mentioned). Carmack said that the original Xbox was easy to develop for thanks to solid dev tools and the Xbox 360 is the same way but that the PS3 will allow developers to get closer to the hardware performance. Carmack admitted that he has been spending some time working on developing id's next game on the Xbox 360 and said that their next internally created title will be released for the PC and consoles at or close to the same time.

# Carmack said that Sony is making some noise about having their PS3 be more of an open enviroment for development for making games much like the PC is. Carmack does not see Microsoft doing the same thing, however.

http://www.gamecloud.com/article.php?article_id=1068

Hopefully the vid will be mirrored soon..I guess it'll be tomorrow before I see it.
 
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