Does Dirt use it ? In another thread, people mentioned that Codemaster used PSSG instead of EDGE.
As for Resistance, the later levels look really good. What is missing ?
I'd imagine Insomniac probably helped develop Edge tools?
Patsu man these questions are answered just a couple of posts ago. (~#169)
It was Naughty Dog.
I hope you're not serious!?R&C is a stylized game with a relatively low poly count and simpler pixel shaders so sure, they can get away with it. That's not meant to sound negative, it's perfectly fine for that style of game and yes, I am a fan of Insomniacs work.
I'm pretty sure the insomniac guys had already implemented similar or comparable tech before the edge tools were made available.. That's about the only reasonable excuse I can see for them to reject it.. (I could be wrong though mind u..)I guess it just depends on what your expectations are. If you want to push the next gen visuals envelope on PS3 then you must use Edge type techniques to get a good framerate, otherwise there will be sacrifices somewhere. Just my opinion.
I thought Insomniac weren't doing triangle culling on SPEs, and/or other graphics setup tasks.I'm pretty sure the insomniac guys had already implemented similar or comparable tech before the edge tools were made available.. That's about the only reasonable excuse I can see for them to reject it.. (I could be wrong though mind u..)
Why there plenty of reasons not to use that kind of technology?I'm pretty sure the insomniac guys had already implemented similar or comparable tech before the edge tools were made available.. That's about the only reasonable excuse I can see for them to reject it.. (I could be wrong though mind u..)
Patsu man these questions are answered just a couple of posts ago. (~#169).
You never know the exact answer since no one from Codemaster or PSSG confirmed that they used/did not use EDGE. Hence, the question to double confirm.
Why there plenty of reasons not to use that kind of technology?
Nothings free from a performance or memory point of view, if your bottlenecked by a particular area of GPU, it might be advantageous to use. If not it might just slow you down and waste memory.
Insomniac (in particular I've chatted to Rob a bit) are clever chappys, I have total confidence they know and used whats best for them.
Well, I can confirm right now that PSSG doesn't use EDGE at all. Whether Codemasters themselves used aspects of EDGE above and beyond their usage of PSSG, I don't know, but I suspect not.
It wasn't a single company though, right? You don't think Insomniac, being good buddies with Naughty Dog, and generally being considered masters of SPU at this point, and responsible for a great game that was extremely complete and ready at launch, have contributed anything to Edge in this area? Not to mention that I'm still convinced that Edge has bits contributed from several teams, first AND second party.
Insomniac said they will not use EDGE. Given the smoothness and quick response in 40 player Resistance and the single player campaign, I am willing to believe that they can provide good framerate also for R&C.
Well, I can confirm right now that PSSG doesn't use EDGE at all. Whether Codemasters themselves used aspects of EDGE above and beyond their usage of PSSG, I don't know, but I suspect not.
R&C is a stylized game with a relatively low poly count and simpler pixel shaders so sure, they can get away with it. That's not meant to sound negative, it's perfectly fine for that style of game and yes, I am a fan of Insomniacs work.
Resistance is a game I really liked, almost finished it actually, and its extremely rare that I get that far into a game nowadays. But visually, it's far behind other games out there.
I guess it just depends on what your expectations are. If you want to push the next gen visuals envelope on PS3 then you must use Edge type techniques to get a good framerate, otherwise there will be sacrifices somewhere. Just my opinion.
I'm not certain on the usage of EDGE at Codemasters, but their NEON engine was built with technology obtained from Sony's cross platform multi-core optimized PSSG graphics engine. The PSSG engine, incidentally, is free to all licensed PS3 developers.
And why would they? They have 10 world class engine developers on their team and judging by their tendency to hit the hardware directly with low level assembly I doubt they would even benefit from EDGE technology whatsoever. If anything, their games would probably take a hit by using it.
Pardon me, but why then are these people in the Resistance credits?
Mark Cerny, PÃ¥l Engstad, Naty Hoffman, Manny Ko, Swaminathan Narayanan, Jason Hughes, Jon Olick, Cort Stratton, David Simpson, Jason Scanlin, Boris Batkin, Alex Hastings, Christer Ericson, Rob Wyatt, Pierre Dufresne, Vassily Filippov, Ben Diamand, John Folliard, Brad Byrd, Keith Bruns, John Morgan, Ben Weston, Eric Lengyel
Well I'd hope Rob Wyatt was in the credits ;-)
As has been stated many times, when your published by Sony you get to use a lot there development teams for things. So those teams quite rightly get a credit (from some of those names, I'd say thats the ICE and SCEA TnT teams). Doesn't mean Insomniac aren't good themselves, just that if theres a good solution you have access to, and that suits your game, you'd be silly to not use it.
Pardon me, but why then are these people in the Resistance credits?
Mark Cerny, PÃ¥l Engstad, Naty Hoffman, Manny Ko, Swaminathan Narayanan, Jason Hughes, Jon Olick, Cort Stratton, David Simpson, Jason Scanlin, Boris Batkin, Alex Hastings, Christer Ericson, Rob Wyatt, Pierre Dufresne, Vassily Filippov, Ben Diamand, John Folliard, Brad Byrd, Keith Bruns, John Morgan, Ben Weston, Eric Lengyel