Randell - sensible but rather defeatist - not challenging the future to be better than today
I don't mean this to be an attack against you or anyone else - more a challenge against complacency.
It is dangerous to argue by connecting the quality of gameplay to the quality of graphics in any release schedule - many boring, crappy games are still released today (or are in development) targeting low end hardware - so what?
I understand that it takes a while to unlock the hardware potential too, its the scheduling of that time I hate with a vengence - months to years after the hardware is released. Is this because:
1) NVidia and ATi are are so secretive about what is comming out and when it will be released and how to interface to it that nobody can develop for it until it is well and truly heading for obsolence?
2) Only a select few scantified, top-end developers like John Carmack are privy to what is intended in detail but they hedge in case it isn't delivered in a satisfactory state?
3) Developers just aren't interested figuring their games won't have the longevity given expected adoption rates for the technology if games don't support it will be so low as to render it irrelevant? (nb todays self-fullfilling prophecy)
4) Some other mystic mis-alignment of the stars?
Personally I'd be happier if the majority of folk really questioned does it have to be this way - do we have to have such systemic dis-connects between hardware and software developers - leaving potential to rot on the vine - so to speak?
My clear view (realistic or not) is that this is all very artifical, caused by a lack of standards, a lack of a consistent and well communicated roadmap to the future shared by all, that people can plan for in advance. In the future people will shake their heads and say how could so many people be so dumb - why didn't they see the way to optimise competition better within a well defined framework? Why didn't they all wake up and demand in a loud voice that the situation be improved much sooner than they eventually did? Why did they suffer for years before telling folk they should do it right in the first place?
I am all for competition, were it makes strategic sense - not just for competitions sake itself. You need to get a balance between strategic competition and strategic co-operation.
I see the competition - I just don't see the appropriate level of co-ordination amongst the major stakeholders. For arguments sake lets say today and in the past it was done the way I'd like - is anybody telling me they'd want to see it revert?
An alternate view (that might take years to eventuate):
Everyone of of the four major hardware developers agree to what should be done - and more or less in what order and to what overall schedule each year for say 3-5 years out. This view is widely socialised between hardware manufacturers, game developers and API developers (Microsoft and SGI).
Hardware manufacturers compete by how they achieve these ends - the milestone themselves are well defined.
There are clear specifications as to how to interface to all features of current and planned hardware, and tests to see if said hardware is presnt and its performance levels.
Game engine developers similarly co-ordinate and compete. Their IP is the actual 3d algorithms required to match the hardware, present and scheduled. Where there is not a need for strategic competition they co-operate.
Hardware manufacturers continue with innovations such as Cg and rendermonkey to make their hardware easier to use. They also donate to game developers libraries of powerful code routines to achieve 3D effects to further speed game development.
Games are released and marketed as being entirely ready for the next 1, 2 or 3 rounds of technology - greatly improving their longevity and accelerating the demand for higher end graphic cards.
Software releases speed up to generally match the availability of hardware capability
/end_dream