Some Carmack quotes on 360

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expletive

Veteran
Gamer Within said:
Q11: Did you create the MegaTexture technology with PC hardware in mind? Or were you also planning for next gen consoles when you started coming up with it?

Answer: It was done on the PC. But we know that next-gen consoles are essentially PC graphics renderers?

Q12: Would the consoles having less memory than a PC pose a problem for the MegaTexture? Or is something that you guys have already started to work around?

Answer: If anything, it works out better for the next-generation consoles, because on the PC you could often get away with not doing texture management if you were targeting fairly high end, while on the consoles, you’ve always had to do it. And especially my newer paged virtual texturing which applies to everything instead of just terrain, allows you to have a uniform management of all texture resources there, as well as allowing infinitely sized texture dimensions. So this is actually working out very nicely on the Xbox 360.

Q17: Is there anything else that you’d like to add?

Answer: It’s still very exciting the capabilities that are continuously being added to our arsenal here. I am having a really good time working on the Xbox 360 right now, graphic technology-wise. As for the MegaTexture stuff, it is kind of funny that it’s not super demanding of the hardware. As I mentioned, I was kind of surprised that something like this hadn’t been pushed before we got around to it. There are lots more exciting possibilities for the graphics research and we’re still toying around with some fairly fundamental architectural design issues on the Xbox 360.

Architectural desgin issues!?!?! :)

The whole shebang here:
http://www.gamerwithin.com/?view=article&article=1319&p=1

Overall good to know this tech will work well on the NG consoles (except revolution probably).
 
thanks

[FONT=Verdana, Arial, Helvetica, sans-serif][FONT=arial,helvetica,sans-serif]Q12: Would the consoles having less memory than a PC pose a problem for the MegaTexture? Or is something that you guys have already started to work around?

Answer: If anything, it works out better for the next-generation consoles, because on the PC you could often get away with not doing texture management if you were targeting fairly high end, while on the consoles, you’ve always had to do it. And especially my newer paged virtual texturing which applies to everything instead of just terrain, allows you to have a uniform management of all texture resources there, as well as allowing infinitely sized texture dimensions. So this is actually working out very nicely on the Xbox 360. [/FONT]
[/FONT]
 
so more memory is better then less memory now... i bet some company gave him another ferrari as present... :cool:
 
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