Next Gen Consoles - What would YOU SACRIFICE?

What would YOU SACRIFICE?

  • High Fillrate; Pixels/sec ----> Halved

    Votes: 0 0.0%
  • High System Memory Capacity; MB ----> Halved

    Votes: 0 0.0%
  • High System Memory Bandwidth; MB/sec ----> Halved

    Votes: 0 0.0%
  • Blu Ray/ HD-DVD ----> Standard DVD

    Votes: 0 0.0%
  • High Capacity Hard Disk ---> None, Add-on extra

    Votes: 0 0.0%
  • Dream development env. ----> Nightmare Crap @£$$&!!!

    Votes: 0 0.0%
  • Affordable console/games ----> WTF...How Much &$%*!???

    Votes: 0 0.0%
  • Significantly delay the console launch until ready?

    Votes: 0 0.0%

  • Total voters
    58
Low level access is by developer request, don't underestimate how hard-core graphics devs are
Sure, I want lowlevel access too.
Using nothing but a commandline debugger with 36 processors...

:oops: :cry: :oops: :cry: ... :devilish: :devilish: :LOL: :LOL: :LOL: :LOL:...

The laughing smiley doesn't look insane enough to describe what I am saying though :p
 
Even if developers want to optimize for a particular piece of hardware, don't the suits usually limit what they want to do? Maybe enforcing deadlines so that they don't have the time or maybe demanding portability, which would preclude optimizing to the metal?
 
Fafalada said:
Low level access is by developer request, don't underestimate how hard-core graphics devs are
Sure, I want lowlevel access too.
Using nothing but a commandline debugger with 36 processors...

:oops: :cry: :oops: :cry: ... :devilish: :devilish: :LOL: :LOL: :LOL: :LOL:...

The laughing smiley doesn't look insane enough to describe what I am saying though :p

There why we all end up a bit insane.


Part of the brain would like a nice system so we might get to go home before midnight and have time for real life.

While the other manically laughing side wants to find reserved bits to pack state in :devilish: :devilish: :)

Commandline debugger, bah in my day we would have nothing but a colour raster line for debugging. Oh wait thats just PS2 VU1 debugging :)
 
wco81 said:
Even if developers want to optimize for a particular piece of hardware, don't the suits usually limit what they want to do? Maybe enforcing deadlines so that they don't have the time or maybe demanding portability, which would preclude optimizing to the metal?

Suits, aren't a problem. Unless you lock the guys out of the office at night they will play with the hardware.

And as for portability, the suits never see the code, so long as it works they don't care how we get there. To be honest you hear lots about how games development has changed, but at the lowlevel its exactly the same. Most of them (that them probably includes me) are in the mad scientist model. Leave them to there eccentricitys and you will get pure genius out at the end :)

My favorite story is the renderer guy who used porn pics to clean video memory on PS1, the theory was, using a VRAM viewer your more likely to see gaps if your a straight male and the gaps are filled with bits of naked ladies :).

Its even true for middleware, Renderware sale pitch is proud to tell you that the PS2 renderer was written by a "mad french man" :)
 
So how did model 3 do that 60 fps thing? Was everything done in parallel, thus there was no performance hit for doing everything(would explain why it was so expensive, isn't gamecube's flipper similar to that though)? Did it cut features when stressed too much? Would it be possible somehow to prevent developers from utilizing all the power, so they could never exceed the hardware's limits?
 
There is no magical '60 Hz' thing - it's much more like the target for the arcade games is 60Hz, and sacrifices are made by the programmers to achieve that.
One of the more drastic is just to stop rendering when you run out of time. When combined with Z buffer and front to back ( character, then scenery ) the visual glitches are minimised ( but still there )
There is nothing to stop a console game using the same design strategy.. but in general people seem to go more for variable frame rates :)
 
Crazyace said:
There is nothing to stop a console game using the same design strategy.. but in general people seem to go more for variable frame rates :)

Indeed I fiddled with a similar system on PS2, the vsync interrupt patched the DMA chain to stop further processing for the current frame.
Not really as handy as it seems as you have to pre-sort front to back (and thats a bad idea due to texture thrashing on PS2) and breaks any post-processing filters.
 
DeanoC said:
Low level access is by developer request, don't underestimate how hard-core graphics devs are

Never a doubt. ;) Some of the things you guys do scare me....like,

DeanoC said:
My favorite story is the renderer guy who used porn pics to clean video memory on PS1, the theory was, using a VRAM viewer your more likely to see gaps if your a straight male and the gaps are filled with bits of naked ladies :).

Porn-shaders...Nice! 8) I've changed my mind about 60fps games...I want 30 fps games with the other 30fps 'porn-shaded'. :LOL:
 
DeanoC said:
While the other manically laughing side wants to find reserved bits to pack state in
Yeah, I knew I seriously needed a vacation one day when I looked at a hex dump of a LWO binary and could read data from it like it were a text file.

Commandline debugger, bah in my day we would have nothing but a colour raster line for debugging. Oh wait thats just PS2 VU1 debugging
Hehe, actually my preferred way to debug VU was to do periodical memory dumps and then retrace steps that led to the numbers on my own when possible...

Not really as handy as it seems as you have to pre-sort front to back (and thats a bad idea due to texture thrashing on PS2) and breaks any post-processing filters.
Not to mention it does no good when your CPU time is usually longer then the renderer :(
 
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