http://www.mephodia.com/images/other/Cover.jpg
http://www.mephodia.com/images/other/Page030.jpg
http://www.mephodia.com/images/other/Page031.jpg
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Some scans of the latest Gamepro mag, of most interest to this forum is the following little snippet -
The screenshots shown in the Gamepro article look considerably better than the first muddy slop that was uploaded a few weeks ago.
Looks like we might be in store for a decent PC>Console conversion? I've read previously about some extra goodness Nvidia packed into the Xbox's version of DX. Wouldn't be too surprised to see this running at a solid 30fps. Level segmentation is obviously on the cards, but at 480p it should look quite nice as far as console FPS fare goes.
As always, comments are appreciated.
http://www.mephodia.com/images/other/Page030.jpg
http://www.mephodia.com/images/other/Page031.jpg
http://www.mephodia.com/images/other/Page032.jpg
http://www.mephodia.com/images/other/Page034.jpg
http://www.mephodia.com/images/other/Page036.jpg
Some scans of the latest Gamepro mag, of most interest to this forum is the following little snippet -
"Port" is a four-letter word
Doom 3 for the PC has been in development since the fall of 2000, while the Xbox edition started in earnest in July 2003. The Xbox version is being programmed by Vicarious Visions, which is in simultaneous development with id. And that's "Xbox version," not "Xbox port", because Doom 3 is being sculpted--and in some cases rewritten--specifically for its console debut. "Everything's there," says Stratton. "You've got the full physics system, the lighting and shadows, all the rendering passes, although done a bit differently. It's tough to tell the difference sometimes between this and the PC version."
The Vicarious programmers have leveraged every possible hardware exploit to make the Xbox edition of the game as efficient as possible--including a few that weren't even documented. "There were some back-door hacks that gave an opening with the Nvidia chip that's particular to the Xbox, and a couple of hidden instructions that are particular to that chip," reveals Karthik Bala, CEO of Vicarious Visions. "That was a big surprise and a big performance improvement as a result." One major coup: By writing custom pixel shaders for the Xbox hardware, the Vicarious team reduced the number of rendering stages from seven to four without losing any acuity. Translation: killer looks, no problemo. "That was a tremendous help there that you couldn't have done on the PC," says Tim Stellmach, Vicarious Visions' design group manager. "We know exactly what hardware we're running on and can code for it."
The screenshots shown in the Gamepro article look considerably better than the first muddy slop that was uploaded a few weeks ago.
Looks like we might be in store for a decent PC>Console conversion? I've read previously about some extra goodness Nvidia packed into the Xbox's version of DX. Wouldn't be too surprised to see this running at a solid 30fps. Level segmentation is obviously on the cards, but at 480p it should look quite nice as far as console FPS fare goes.
As always, comments are appreciated.