Hypothetically, lets say I'm working on a sports game which has a user controllable instant replay camera The camera often ends up in situations with heavy transparency overdraw (many full screen passes) which we have no control over since its a user controlled camera. Time is frozen in instant replay so I need all detail preserved on all textures (including the transparent textures) because that mode gets the most scrutiny by reviewers and players alike (screenshots will be taken in that mode). We also need replay to progress at 30fps minimum when the user controls time. Do you feel there is enough bandwidth on PS3 to accommodate that kind of scenario?
Is this question applicable to Mike Acton and the PD people too. ? Resistance has forest level (lot's of foliage in Somerset), and players can run anywhere in the map, plus in-game screenshot or spectate. They also declared that they used only RSX for graphics work and left Cell alone (little or no pre-processing ?). Would be interesting to learn more about their technique(s) in the upcoming GDC.
EDIT: nAo is another guy who seem to be able to rethink the approach to fix stuff into RSX. What's missing in all these discussions is the context. The raw hardware numbers are telling/interesting but we are missing the assumptions and the development team constraints to interpret all these discussions accurately. The NDA doesn't freaking help too.
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