Wowing the crowds
Of course, an introduction to a new console wouldn't be complete without some technology demos of what the box can do. Microsoft didn't let us down, obliging the GDC audience with a great deal of eye candy all aimed at beating down the Playstation 2. Let's preface all this by saying the demonstrations were all very impressive - so much so that we questioned whether or not they were canned. We were reassured that everything we were seeing was indeed "real," and running off an NV15, which they claim only represents "10%" of what the final unit should be capable of. MS reps also kept stressing the short amount of time it supposedly took developers to create these demos because they're all done using regular DirectX tools.
Spark, water
Seamus Blackley, the director of X-Box development, came on to show off a couple of small demos. The first was the familiar fountain of sparks that many saw at the initial Playstation 2 announcements. The X-Box version was able to spew out different colors of sparks, as well as rotate real time around the fountain, a trick which Blackley lovingly called "The Gap mode," in reference to the swing dancing Gap commercial that was so popular a couple of years ago. Next up, an eye opening simulation of a pool of water with realistic ripples, transparency, reflection, and refraction properties.
Desktop Toys
The desktop toys demonstration showed off even more of the lighting and shadowing capabilities of the X-Box. Simulated was a desk with a shiny wooden veneer, situated in a dimly lit room. Off on the right side of the desk rested a computer monitor whose image reflected faintly in the wood varnish. Different mobiles and desktop tchotchkes littered the rest of the table, all in motion. The complex, soft shadows cast by the objects overlapped and danced in and out of each other on the table in very realistic fashion. Shadows cast across angled surfaces were simulated correctly as well. It's a shame that we don't have any screenshots to show because this was one of my favorites.
Ping Pong
The ping pong demo was meant to show off the ability of the X-Box to simultaneously render and keep track of hundreds of on screen objects. How to describe the demo…Imagine a room with dozens upon dozens of set mouse traps. On each mouse trap is a ping pong ball. It's almost like a scene from a Tom and Jerry episode. Now, drop a ping pong ball randomly into the room to create instant and utter chaos. Hundreds of motion blurred ping pong balls bouncing off the floor, off one another, and the wall, setting off more and more of the mousetraps. Seeing all of the onscreen action rendered without so much as a hiccup gave us a warm and fuzzy feeling. We'll certainly keep it in mind the next time we see an RTS game choke under the strain of just a couple dozen units and particles on screen.
Koi pond
The last demo was the most impressive of all. Shown: A small Japanese garden with a square pond in the center. Koi fish are swimming in the pond underneath a layer of water lilies and other foliage. The water and reflections from above mixed with the refracted images of the fish swimming in the pool were most impressive. Then comes the kicker - Blackley "releases" hundreds of rendered butterflies into the garden, each flapping wildly and casting its own shadow onto the ground and reflecting off the surface of the pool. All the motion, polygons (550,000 to render the scene), real time reflection, refraction, and texture detail (a reported 4MB for the garden itself) put together truly underscored the potential of the X-Box.