fireshot said:1st party games will need to operate at 1080p.
Carmack ain't a first party
But really? Where did you hear that?
fireshot said:1st party games will need to operate at 1080p.
Titanio said:I think he's been taken out of context and misrepresented with some of the reports and quotes going around. Some quick thoughts:
1) He did not say that IBM made a misstep with the Cell design as is being reported by some, he said takes issue with IBM's contention of how that power should be used. They say it should be used for physics and AI since graphics is "done". Carmack obviously disagrees. And if Carmack wanted to use any CPU's power for graphics, I think he'd be better off with Cell regardless. But I don't think he's not saying he wants to do that. He was simply using that comment as a jumping off point to assert the primary importance of graphics.
Titanio said:2) He also did not say that physics was unimportant or unnecessary as such for games, or at least in the way that was being portrayed. He's saying that if you want to take a pure simulation route, you're going to find it much more difficult to control what happens, and thus ensure a good game experience. Some people earlier were making the point that physics can contribute to the eye candy, so why would Carmack think it wasn't important if he thinks graphics and presentation is important? He actually does say it can be used in that manner to make things look better. Physically based visualisation doesn't have to upset the apple cart as far as game design is concerned, and he points at that - liquid water physics, smoke that behaves realistically etc. etc. So tying physics to visuals is useful as far as he's concerned. But he does tend to make it seem less important than just graphics alone, which is flatly contradictory IMO. He talks physics down to a degree as being mostly relegated to that - unless you're feeling lucky/ambitious - but graphics is "just" about presentation too and he seems keen on that. He concedes that point, although he glosses over it quickly, and he does admit he's not a physical simulation guy. He also does admit that this is something that requires a lot of power regardless of whether you go a pure simulation route or not. And of course, even if Carmack doesn't feel comfortable making physics a lynch-pin of the gameplay, others may (and others arguably have already).
Titanio said:3) With regard to AI, I think he's right in that it's as much about what the player perceives as what the characters are actually doing. But purely directorial approaches just don't work, or at least his own examples don't. Doom3's "directed" AI was horrible IMO. Maybe he thinks most people don't notice, but I do, and I'm sure I'm not alone.
Titanio said:4) His comment about perhaps being in a better position next-gen with multi-core etc. is of course true, but if the current systems were all OoO as he ponders, that wouldn't be the case. You gotta start sometime.
Titanio said:I also thought his comments on HD were interesting. He flat-out said that while enforced minimum resolutions may be OK for now, with Quake4 etc. with his next-gen rendering tech, he'd prefer to do more complex per-pixel rendering with a lower resolution vs having to cut that to meet a higher resolution. It'll be interesting to see Sony's policy on enforcing minimum resolutions or not. Nintendo might also get some credibility out of that aswell
blakjedi said:I think he was saying IBM made a misstep in their design because their design intentions and priorities (AI, physics) are missplaced. Basically he's saying why design for physics and AI which cant be seen but can be experienced in limited quantities, when you have not maximized the visible representation of the game world yet?
blakjedi said:I think he was saying that for all intents and purposes game coders can through game code reproduce realistic enough physics and AI in a way meaningful for the player.
blakjedi said:Who needs a chip which simulates globally correct physics when the playable game world is limited to the players vision cone at any given time (thus the turn your back on physics commentary). In other words..."Once your not looking at it, who cares?" and then why go through the trouble of extra programming for stuff the player cant/wont see?
blakjedi said:He's right IMO. I notice bad AI cause I'm a person. But because I accept a videogame for what it is - simulacra - I suspend my disbelief such that I'm willing to accept NPC "stupidity." In many cases if the designer thinks like me he can place and direct bots in certain situations such that I really have to think in order to beat them in a way which isnt pattern/time based.
Titanio said:I have to completely disagree. He doesn't mention design anywhere, heck I don't think it even matters that it was Cell engineers he was talking with. He was addressing the use of that power.
And it wasn't a point specifically about how the CPUs will be used - obviously 2 big things they're going to be doing is physics and AI - but how power in general is used...
So I certainly don't think his issue was with the design of Cell. Just with the notion that graphics has now levelled out - he simply used the IBM comment as a springboard to discuss that.
Titanio said:I don't think his issue is with CPUs being biased toward physics and AI, I don't think it's his claim that these things won't take more power. I think his issue is with the notion that the focus in power *generally* should switch away from graphics to them (i.e. within systems, for GPUs to become less important, and CPUs more important or whatever). He doesn't expect CPU designers to go make their chips better for graphics (although that, ironically, is something that IBM did with Cell).
Titanio said:True - although not everyone would agree - but then he recognises the value of physics to presentation and making things look better. Which is something he started out saying was so important, and hence iD's focus on graphics. That dilutes the argument a little, though he seems to indirectly recognise that contradiction.
His point is actually that if you want to do fully correct simulation that fundamentally affects gameplay, you actually HAVE to process everything, all the stuff going on behind your back etc. If the physics were simply there to make things look nicer though, without a really big effect on how things play out, you could turn down the detail on things you're not looking at. But in that instance, it just leaves even more to use for what you can see
Titanio said:In terms of using physics to affect gameplay etc. - something he's cautioning about going overboard with - it's interesting that he talks about "directorial" AI but doesn't think the same could apply with physics. He talked about one bad thing is that free physics could end up blocking passage i.e. getting in the players way of going somewhere. I'm sure you could also "direct" the physics to a degree such that that isn't possible, or in that specific example, so that it is not possible to block key paths - localise the physics etc.
Titanio said:The game needs to do enough to suspend your disbelief however. I can't just accept anything that happens just because it's a game...Spawning bots into dark rooms behind you and watching enemies run parallel to walls before very belatedly turning their attention to you, despite clearly having seen you for a relatively long time, is bad AI imo.
scooby_dooby said:i don't know why more processing power is really required to make AI that improves gamplay.
i think alot of games could take a huge lessons from Halo 1 and Halo 2, especially on legendary settings.
The AI was extremely smart, they would hide, attack in groups, have scouts, sneak up on you, it was by far the funnest part of the game to me.
Games like Brothers in Arm 2 are also showing very cool AI where the enemy counter attacks as you attack and reacts to your actions, i.e. if you rety to flank him he'll flank you at the same time and you'll actually end up reversing positions on the battelfield. or if you fail to suppress properly they will flank you themselves.
Both these games are the two most advanced AI system, I've ever seen in action and they are both xbox1 games. I don't think it has much to do with "power" as it does with programmer skill and the priority AI is given in the development process.
i mean, the power would come in handy when you have many enemies on screen at once, but even in current gen with the 5-10 people on screen you typically get, most games had horrible AI, it wasn't from lack of power just lack of quality programming.
it seems with the next gen now they can take that same crappy AI and give it to 1000 characters on screen at the same time, but it's still going to be crappy until they start writing GOOD AI routines.
blakjedi said:However, I get the impression that in his conversation with IBM engineers they tried to convince HIM that the design of the Cell was best utilized for advanced physics and AI. The design in their opinion reflected that and JC has a problem with physics and Ai as a CPU design focus when Graphics arent where they should be yet. In the end we may be saying the same thing, but i think that Carmack DOES have a problem with the design of Cell and XeCPU because their design reflects a focus on accelerating things he isnt necessarily worried about yet (physics and AI).
Confidence-Man said:It seems the guys at Bethesda aren't too worried about it:
http://www.telefragged.com/interviews/oblivion/
Carmack said:But I realise things like the basic boxes falling down, knocking things off, bouncing around the world, ragdolls, that's all good stuff for the games, but I do think it's a mistake for people to try and go overboard and try and do a real simulation of the world, because it's a really hard problem, and you're not going to give really that much real benefit to the actual gameplay on there.
Damn man, you are looking for things to nag about aren't you?jvd said:I'm not stretching at all. Its you thats stretching Unless you believe that developers just use the force to know what code will excell on what chip and how to push them to thier upmost potential and ot optimize the code to go over 7 cores
I'm not jumping to its defense, stop fucking telling me what I mean with my own posts dammit. That you think I'm jumping to its defense shows YOU are the silly fanperson here.As for very telling . Its telling that you jump to the ps3s defense yet say nothing about the xbox 360 .
Don't pretend to know better than me what my "fav system" is, little man.If i was wrong you should be correcting me about both not about your fav system . Which is obvious by your postings
MfA said:So ignore half or a third of the processor ... if it's really all about the GPU does it really matter that the processor is a little slower than it could have been for single threaded applications?
The next-gen consoles are about as powerful as current high-end pc's, but their cpu power is current PC processor
mckmas8808 said:Did JC really say this Titiano?
If so I in no way can believe this.
mckmas8808 said:I couldn't disagree with him more. The guys from Epic stated that with a CPU like CELL like 15,000 pieces could be calculated at once compared to around 500 today. How can physics the way he is describing not help gameplay?
mckmas8808 said:If I was a number one kind of programmer...
Gabrobot said:You can't simulate a world with that. And it doesn't help make designing such a world easier. Great you can do a shitload more physics objects...what exactly does that do for gameplay? I don't think you really understand these design issues at all...