Teasy said:You might as well tell us how you know its fake
Nah, the one rendered at 720 will look nicely supersampled on a SD and ED displays, while the other is obviously going to look like it was rendered at 480p.Dr Evil said:Yes 480p is 1/3 third of the pixels of 720p thus the image is not comparable!pc999 said:It should be in a normal/480p TV.
Nah, the one rendered at 720 will look nicely supersampled on a SD and ED displays, while the other is obviously going to look like it was rendered at 480p.
Teasy said:You might as well tell us how you know its fake
What do you mean? If games do render at 720p then they have to look supersampled at 480i/p because they quite simply are. I have seen shots showing this wasn't the case for NBA 2K6 on the 360 and it was clearly rendering at a lower resolution when outputing 480i/p, but I played some Kong on a SDTV and that was defiantly supersampled and I'm pretty sure the same goes for most 360 games.Teasy said:So why hasn't that happened so far with 360 games?
fearsomepirate said:What Shog says. These blogs all follow a pattern: take what we already know, add every ******'s wet dreams to it, and voila! You're an insider! This is simply the 3rd generation of the fake insider blogs.
1st generation: Revo will have gyro-based controller plus heat sensors/pressure sensors/emotion sensors/holographic bowling ball/whatever else we can dream up. And here's a classified logo to boot!
2nd generation: Yes, that's the controller (which really was motion-sensitive all along), but what Nintendo hasn't told you that I'm telling you now is that, despite no HD, the thing is actually way more powerful than an Xbox 360! 768 MB of RAM! Cinco-core CPU! PPU! 600 MHZ GPU doing 1 kajillion shader ops per second!
3rd generation: Ok, so yes, that's the controller, and no, the specs don't beat X360 (which rational people all concluded from the "no HD" messages), but it's ok! We're making the most amazing game of teh evar!!111! Plus top secret graphics technique so that the specs produce images 100x the IQ of any similarly-specced machine!
E3 can't come fast enough. If it's on blogspot, it's a lie. Developer blogs are generally hosted at sites related to the company. If a Revolution blog appears on ubisoft.com or something, let me know.
mckmas8808 said:Ahh man those are some great points. I think I'm with you on this one.
if this is fake it makes no sense, it would say they are using a midleware (which could be bad if the midleware prove he is a fake) or would say it is in fact a in-house engine that no one could discredit, this case only make sense a posteriori once that it would really help dev or at least the small compannys that could not survive if they need to build the engine from the grund or license (anyway this is the console that here are more possibilitys from surviving with good/innovators ideas) and Nintendo need to build their own engines for their games (Mario, MP ...) so if they included one generic/basic... wouldnt be only because they had goodness in their hearts to spend more money for the small devs.This makes even more sense if they are indeed using other method of rendering that isnt immediat rendiring (is this he name right?) as it would help unxeperienced dev with such techenninq serving at least as a sample.It would help everyone as, even if they builds their own engine, it gives the oportunity to teste the controler and ideas for it even without a engine)QUESTION: Are you using a In-house engine for the game?
ANSWER: We’re currently using a special for Revolution designed prototype engine, provided by the engineers of Nintendo, which is included in our current development kit.
fearsomepirate said:Since she was right about that, I'll tell you what else she said: the current X1K series of Radeon chips is a product of Hollywood development.
, but I would think at first that it should be tied with the HW, unlees it is a adition of their own if both thinghs have compatibility between.I can tell you however Revolution will use a different technique to display next-generation graphics, which they haven’t officially announced yet. This technique is way more powerful compared to cube-mapping.
fearsomepirate said:I've had one consistent rumor source the entire time, but she dropped off the face of the earth. Unfortunately, I can't leverage any "see I told you so," but I heard the spec (the exact spec--she said double-clocked Cube kits with around 128 MB and the controller) of the alpha dev kit months ago. I didn't swallow what she said uncritically because, well, there were too many rumors flying around. But hey, she clearly wasn't trying to spin some fantastic please-everyone lie, so I kept it in the back of my head. Turns out she was right. Of course, I could just be making this all up now that the news is out. I didn't want to spread it at the time because a) she made me tell her I wouldn't spread it (and I really do keep my word), and b) I didn't want to go down in infamy on one or more msg boards as the guy who spread some stupid rumor.
Since she was right about that, I'll tell you what else she said: the current X1K series of Radeon chips is a product of Hollywood development. She said that the financial deal between ATI and Nintendo went down right when the X1K development started, that the deal was way, way more than would be appropriate for an enhanced Flipper (somewhere in the hundreds of millions), that ATI ArtX has been responsible for all of ATI's genuinely new architectures since they joined, and that Nintendo would naturally want to work with the ArtX guys again (how true is all this? You tell me). So she said Hollywood and X1K are related architecturally, although Hollywood would have fewer shaders and a lower clockspeed. I'm more believing her because she didn't try to claim any incredible ground-breaking technology in the new chip that would do X360-beating graphics with 1/4 the computational performance.
So there. I'll spread that rumor. It at least adds up with what we know.
From what I can remember a TBDR is limited in the number of polygons it can draw by the size of its on-chip scene buffer. There's a post around here somewhere that said Kyro's 6 MB buffer could handle 500,000 polygons in a scene:pc999 said:So I think we should think in what kinds of rendering can they use if he is true, then (eg) TBDR should make they save somewhat in terms of power for equal results right?
Guden Oden said:It's not limited at all. Unless there are any sneaky ways to circumvent the issue entirely, it's perfectly possible to fill the buffer to capacity, then draw what's in it, fill another buffer (possibly while drawing the first one), then draw that, etc.
OtakingGX said:From what I can remember a TBDR is limited in the number of polygons it can draw by the size of its on-chip scene buffer. There's a post around here somewhere that said Kyro's 6 MB buffer could handle 500,000 polygons in a scene:
http://www.beyond3d.com/forum/showpost.php?p=286496&postcount=208