BTW, the PS3's RSX is only OpenGL ES 1.1 compatible, and there's lots of UE3 games for it.
That's not correct, RSX support lies somewhere betwen OGL2.0 and 3.0.
John.
BTW, the PS3's RSX is only OpenGL ES 1.1 compatible, and there's lots of UE3 games for it.
BTW, the PS3's RSX is only OpenGL ES 1.1 compatible, and there's lots of UE3 games for it. The biggest factor seems to be RAM amount. UE3 games for iOS and Android require an absolute minimum of 256MB.
There's even this new UE3 Android game that requires 256MB of free memory at game startup.
Epic Citadel runs on Iphone 3Gs which has about 128MB available at startup before you start adding extra apps. So I don't see ram as much of a problem if 3DS does really have 96MB available for games.
Not sure, what compression formats can 3DS use?
Yes. The HD version of Rage is 1.4GB installed, and all the world geometry is using 2-bit PowerVR texture compression. If we went to one of the other platforms that's not PowerVR-based, we'd be stuck with a 4-bit texture compression format, and that pushes the size over 2GB.
It uses for sure PVRTC judging from the GL environment data on the GL benchmark database.
That's not correct, RSX support lies somewhere betwen OGL2.0 and 3.0.
John.
By the way, just watched some of the Android Unreal Engine 3 game that was mentioned earlier, Dungeon Defenders. Have to say it didn't impress me graphically, what am I missing?
http://en.wikipedia.org/wiki/RSX_'Reality_Synthesizer'
OpenGL ES 1.1 + Cg.
Since it's basically a G71 with shader model 3 compliance, it supports OpenGL 2.1.
But OpenGL ES 2.0 is closer to OpenGL 3/4 regarding programmable shaders.
For example, only the latest OpenGL 4.1 introduced full compatibility for OpenGL ES 2.0, and that's only for DX11 cards (GF4xx, HD5xxx and up).
The HW supports ALL the features by the Unreal III engine, how they're exposed is irrelevent, by comparison the 3DS HW does not appear to support the required feature set.
John.
Does not appear to support != Does not support
If a UE3 game can fit in an iPhone3GS it could fit also into a handheld console.Nonetheless, UE3 seems to be too demanding in memory amout, so as I said before, I doubt we'll ever see an UE3 game in it.
OpenGL ES 2.0 was initially derived from OpenGL 2.0 (the difference spec is still maintained and available from the Khronos site, though it's no longer the normative version). The shading language, GLSL ES 1.00, is mostly GLSL 1.10 with a few things borrowed from GLSL 1.20 (i.e. OpenGL 2.1). It's also less strict in terms of hardware requirements, several things have been made optional.But OpenGL ES 2.0 is closer to OpenGL 3/4 regarding programmable shaders.
That's purely about compatibility/portability, not about feature set.For example, only the latest OpenGL 4.1 introduced full compatibility for OpenGL ES 2.0, and that's only for DX11 cards (GF4xx, HD5xxx and up).
DS had 3bpp compression.
Does not appear to support != Does not support
Nonetheless, UE3 seems to be too demanding in memory amout, so as I said before, I doubt we'll ever see an UE3 game in it.
DMP seems to bank on procedural textures instead. Infinite resolution textures at only a couple of kilobytes doesn't sound bad at all, even if it can only be used for certain textures. And mass storage much faster than flash, let alone optical storage, should help as well.3DS, not 3GS.
Pica200 appears to support DXTC and ETC:
http://translate.google.com/translate?hl=en&sl=ko&u=http://isao76.egloos.com/m/1229434&ei=m7UkTfKaBsL98AbPhLHhAQ&sa=X&oi=translate&ct=result&resnum=8&ved=0CFsQ7gEwBzgo&prev=/search%3Fq%3Dpica200%2B%2522texture%2Bcompression%2522%26start%3D40%26hl%3Den%26client%3Dfirefox-a%26hs%3DRiY%26sa%3DN%26rls%3Dorg.mozilla:en-USfficial%26prmd%3Divnsfd
Which as far as I'm aware are both 4bpp. So unfortunately no signs of anything better. Which would be a shame given that DS had 3bpp compression.
Ridge Racer 3DS looks like a PSP game because it is a PSP game. Or more precisely a port of an iPhone game, which was a port of a PSP game. It's one of the worst looking 3DS games out there for a reason...The stuff I've seen so far seems way too much like the original PSP but in 3D imho ... I don't have much confidence that the 3DS will even be able to match iPhone 3GS for games in that respect. The recent shots for instance of Ridge Racer 3DS do not look promising.
The stuff I've seen so far seems way too much like the original PSP but in 3D imho ... I don't have much confidence that the 3DS will even be able to match iPhone 3GS for games in that respect. The recent shots for instance of Ridge Racer 3DS do not look promising.
The fact that it's not compatible with SM4.0 cards has to mean something.That's purely about compatibility/portability, not about feature set.
It doesn't support SM2.0 as currently _required_ as a minimum by UE3 engine (this from epic themselves), so "does _not_ support" is the correct statement at this time. The only question here is would Epic consider changing things, this sounds unlikely as programmability is inherent in all their authering tools.
Yes memory is an issue given that all the PowerVR platforms are using 2BPP compression so all other platforms requires 2x the memory or consiedrably reduce the resolution of the textures.
John.
The stuff I've seen so far seems way too much like the original PSP but in 3D imho ... I don't have much confidence that the 3DS will even be able to match iPhone 3GS for games in that respect. The recent shots for instance of Ridge Racer 3DS do not look promising.