Here's an interesting article over at Kotaku that echos ideas that I think Microsoft might try(or hope to try) to replicate on their next system:
http://kotaku.com/5171659/british-firm-pioneers-play-before-you-finish-downloading-technology
Seems like a perfect evolution of what they already doing. This already happens with video purchases since you can play it as soon as enough of the video has been downloaded. Haven't read their patent so I'm not exactly sure if MS could do this without licensing it first. Either way it's something I think that will be helpful next gen.
Tommy McClain
The validity of a patent is not determined by it's issuance but by a Texas court ...Haven't read their patent so I'm not exactly sure if MS could do this without licensing it first.
The program code of a game is usually very small compared to the assets (graphics, sound). So you just need to pack the assets according to the order in which they are accessed. Easiest way would be to transfer a level at a time. Actually I would say that would be quite trivial to implement.The validity of a patent is not determined by it's issuance but by a Texas court ...
How trivial is it to start playing with just the code and data necessary for the starting UI and first level and download the rest during play?
PSTwo CD spins at 24x (or maybe 36x, I forget) and as I said in another post - vibrations are enough to shake an entire desk(so you can imagine the noise). It wasn't nearly as bad with original PS2, I suppose the added bulk helped to keep machine steady when drive spinned up.function said:Can you imagine a PSTwo with a 12X drive in it? And dear lord the noise...
Yea that could work - as long as it was mandated by the platform holder.Dargakis said:Have the game install the base game at 8 speed and stream the rest in game off the disc at the silent 2 speed mode would be an option
One of game-industry greats, used that quote to describe his first impression of moving to MS. The comment was all the more interesting considering he spent quite a bit of time at EA before that.offtopic: what does you signature mean?
Does the new information from GDC shed any more light on this topic? Anyone got any cool ideas about Larrabee now that more information has come to light about the archicture in question?
We can expect something close to that realtime in the next generation of consoles?
We have that already. Killzone2 has turbulentic wind effects which affect dust/smoke clouds.
Why not go with a smaller process but later generation PPC CPU on the Wii, like a dual core G5 at let's say, 45 nm? Give it a capable GPU in the Radeon 4650 class, and you'd have a nice system to play around with. Idk how Gamecube and Wii game graphics emulation will play out but much of the code will be cross compatible right?
Through the use of a powerful PC and the Dolphin emulation software, gamers can load their legally owned Wii and GameCube game data for play at increased resolutions. While textures and other art assets won’t change, the bump in resolution makes everything look of a higher quality.
System requirements to obtain results similar to his are steep, with at least a 3 GHz dual core processor and an 8xxx-series GeForce or 3xxxx-series Radeon.
Check out renebarahona’s YouTube for more, including directions on how to load the emulator yourself.
What they've done in killzone2 was pretty impressive actually, the smoke and other particle effects affected by the wind moved realistically, coupled with motionblur, it really adds atmosphere to the game, especially counting in a whole lot of other things happening on screen. I love blow up those yellow barrels just to see the effect. Also weren't the particles in Killzone2 volumetric as well?Is just an animation/extremly simple wind effects that affects low amount of particles as also seen in other games, heck even 5 year old ones. Only game taking a further step ahead is Clear Sky with it's volume physics based smoke/some PhysX HW games like Cryostasis (with patch). But those techdemos shows wind/smoke simulation with physics far beyond any game with astronomical differences!
Not sure I agree with that. If you can get to sub $300 and even $200 quickly enough, launching higher and getting more profit from early adopters makes sense. Thus target a $300 console, build it accordingly, and sell it for $400 at launch, dropping to $300 when you've exhausted that price bracket. I think this gen shows there are enough buyers at the top-end to warrant milking them where possible. The thing that is to be avoided is building hardware around a $400+ pricepoint and being unable to drop below that.Is there actually much chance that any console will cost more than $300 next time? We seem to be hitting a point of diminishing returns beyond that, and I can't see much need for pushing boundaries.
What they've done in killzone2 was pretty impressive actually, the smoke and other particle effects affected by the wind moved realistically, coupled with motionblur, it really adds atmosphere to the game, especially counting in a whole lot of other things happening on screen. I love blow up those yellow barrels just to see the effect. Also weren't the particles in Killzone2 volumetric as well?
Not sure I agree with that. If you can get to sub $300 and even $200 quickly enough, launching higher and getting more profit from early adopters makes sense. Thus target a $300 console, build it accordingly, and sell it for $400 at launch, dropping to $300 when you've exhausted that price bracket. I think this gen shows there are enough buyers at the top-end to warrant milking them where possible. The thing that is to be avoided is building hardware around a $400+ pricepoint and being unable to drop below that.