mckmas8808
Legend
What if devs can give gamers a choice to play a racing game like GT5 on two different screens with two players playing at the sametime. With each having his own screen. Now that would be nice!!!
mckmas8808 said:What if devs can give gamers a choice to play a racing game like GT5 on two different screens with two players playing at the sametime. With each having his own screen. Now that would be nice!!!
Wont that be the 4th gta title in 5 years ?mckmas8808 said:I'm also glad that GTA will launch within the launch window of the PS3. You gotta love it. Now we need info on MGS4.
The matter of fact is, KZ and Motor storm demos looked the most impressive of the bunch. Motor Storm also noone seemed to believe was realtime, then the screenshots came out and it became pretty obvious that it was. As for KZ noone has a proof either way. With all due respect I have no idea who you are or how valid your sources are. That KZ demo had too many weird glitches for something that is supposed to be pre-rendered. Geometry popup, shadow glitches, missing shadows all over the place, some shimmering on the ground. How do you explain that? Yet I agree it somehow looked too good for something realtime, especially the animation, but that could all be scripted.Why can't people accept the fact that the Killzone movie is prerendered? It has been confirmed by numerous sources, including a guy I now who actually worked on the project at the studio that was hired to do the movie.
Oh, you need those for the vr goggles. Some bluetooth vr gloves and there is no need for a physical keyboards anymore, just type mid-air on the virtual keyboard hovering right before your eyes. 2006 already rocks, all we need now is flying cars and we are all set ...Phil said:I'm more interested to know at what cost, does the two HDMI output come at?
marconelly! said:The matter of fact is, KZ and Motor storm demos looked the most impressive of the bunch. Motor Storm also noone seemed to believe was realtime, then the screenshots came out and it became pretty obvious that it was. As for KZ noone has a proof either way. With all due respect I have no idea who you are or how valid your sources are. That KZ demo had too many weird glitches for something that is supposed to be pre-rendered. Geometry popup, shadow glitches, missing shadows all over the place, some shimmering on the ground. How do you explain that? Yet I agree it somehow looked too good for something realtime, especially the animation, but that could all be scripted.Why can't people accept the fact that the Killzone movie is prerendered? It has been confirmed by numerous sources, including a guy I now who actually worked on the project at the studio that was hired to do the movie.
As for the comparision of XBox 360 and PS3, the only valid comparision would be the Unreal 3 engine demos, and that seemed to run a hell of a lot smoother on PS3. It's all devkits stuff so far, who knows how the final hardwares will fare though.
In addition to the Sony demos being shown by Phil Harrison, the Epic and EA presentations were the only third party portions actually running on the PS3 in real-time. But most of those movies, which I probably watched 3 or 4 during rehearsals for the event, look very achievable and some were probably rendered on the actual box but in non-real-time. When a system is year away, heck even with a system is 6 months away, it is reasonable to expect the power of the dev kits would still only be a fraction of the power of the final system.
I know we'll certainly be able to achieve much more on the final box than we were able to show in our demo after working with the early dev kit for only ~2 months. As Tim mentioned our demo only really showed off the power of RSX and then still we're talk about an RSX that's nowhere near as fast as the final one will be. When we get home from E3 we'll also start diving seriously into the power of the cell processor. This is a very powerful system!
Sony's cell demos were extremely cool and inspiring but are totally achievable, and over time even surpassable, by third developers like us because, as Tim Sweeney said, the development environment is made up of parts we're already intimately familiar with: OpenGL, NVIDIA graphics, Linux, and PowerPC. Think about Epic's experience, for example. We rock on NVIDIA hardware. We have been doing OpenGL since Unreal1. We regularly ship our games on Linux and we've won several Macintosh Game of the Year awards including a special World-Wide Design Award directly from Apple for UT2004. We're going to be able to kick serious ass on PS3, and so are a lot of our licensees and other 3rd party developers, in a way that wasn't remotely possible on past consoles.