pc999 said:Just to know if you are making/projecting/talking (...) about next gen what are the spec that you would like to see ("realistic" , considering prices and all those short of thing) in 2006 ?
Phil said:Final Fantasy X FMVs in realtime (at 60fps)... dunno what it takes to achieve that though. Would be cool having these kind of graphics in most games (perhaps not in a game like GTA, but at least in SH / MGS type games).
I also think this will probably not be doable 2005/2006, so I wouldn't mind waiting until 2007 for next-gen consoles, if that's what it takes.
Other than that, I'd like to see an even greater improvement in physics (for example realtime weather effects, ligting etc). Oh, and good Image quality is a must.
I have to disagree, random-chaotic environment with codependend physics doesn't excludes guided story-telling. They still can make you run from point A to point B, but with a lot more stuff happening on that way. Yes, it wouldn't be plain vanilla Silent Hill anymore, it would be much more interesting.london-boy said:Silent Hill kind of games would not work at all with a 100% random-chaotic environment. Or it would just work so differently it would not be a SH game.
GwymWeepa said:I'd like equivalent performance to or slightly superior to the videocards out during the time and 512 megs of ram at least (though according to sources 256 is a possibility, BLAH!). With that much power, I expect graphics to look similar to the Unreal engine 3 pics shown now, I don't know how the game may end up, may be well beyond the consoles of the time, but the pics and movie shown don't really have anything I don't expect next-gen consoles couldn't do easily with the exception of the highest res textures (goodness it would be nice to have obscene amounts of video ram, but that won't happen).
ChryZ said:I have to disagree, random-chaotic environment with codependend physics doesn't excludes guided story-telling. They still can make you run from point A to point B, but with a lot more stuff happening on that way. Yes, it wouldn't be plain vanilla Silent Hill anymore, it would be much more interesting.london-boy said:Silent Hill kind of games would not work at all with a 100% random-chaotic environment. Or it would just work so differently it would not be a SH game.
Erhm, that isn't exactly going to save you space by itself. Depending on what format you store polys as it could very well mean you'd use MORE space.On consoles those details will have to be made out of polygons, in order to try and keep up with the amount of detail see on PCs.
C|net said:"Moore's Law is too slow for us," Okamoto said, referring to the long-held truism that semiconductor power doubles roughly every 18 months. "We can't wait 20 years" to achieve a 1,000-fold increase in PlayStation performance, he said.*
Source: C|net
* Shin'ichi Okamoto, is the former chief technical officer for Sony Computer Entertainment.
Hehe, maybe. Ok, last try: lets take a Silent Hill game and lets keep everything, that made the games so cool ... now imagine a fight at close quarters, like a shop ... a monster is blocking the escape route. Up to today it would have been, beat the monster to mousse with your crowbar. How about making the scene full Havok, any object and character with codependend physics ... you try to hit the monster with your crowbar, but somehow hit a shelf, tin cans rolling all over the floor, the monster trips and breaks it's neck or you hit a watercooler, the monster steps into the mess and you just have to push a lamp from the store counter into the puddle in order to fry the monster. I would find, that highly entertaininglondon-boy said:But maybe we're talking about different things.
ChryZ said:Hehe, maybe. Ok, last try: lets take a Silent Hill game and lets keep everything, that made the games so cool ... now imagine a fight at close quarters, like a shop ... a monster is blocking the escape route. Up to today it would have been, beat the monster to mousse with your crowbar. How about making the scene full Havok, any object and character with codependend physics ... you try to hit the monster with your crowbar, but somehow hit a shelf, tin cans rolling all over the floor, the monster trips and breaks it's neck or you hit a watercooler, the monster steps into the mess and you just have to push a lamp from the store counter into the puddle in order to fry the monster. I would find, that highly entertaininglondon-boy said:But maybe we're talking about different things.
london-boy said:GwymWeepa said:I'd like equivalent performance to or slightly superior to the videocards out during the time and 512 megs of ram at least (though according to sources 256 is a possibility, BLAH!). With that much power, I expect graphics to look similar to the Unreal engine 3 pics shown now, I don't know how the game may end up, may be well beyond the consoles of the time, but the pics and movie shown don't really have anything I don't expect next-gen consoles couldn't do easily with the exception of the highest res textures (goodness it would be nice to have obscene amounts of video ram, but that won't happen).
Yep, whatever happens, video card at the time will probably have more RAM all for themselves than there will be in any console as system RAM.
That means that (or at least i expect) consoles will be focusing on polygons and "smart" shaders rather than ultra high textures. There just isn't going to be enough RAM for textures as detailed as those on PC at out the same time.
The UnrealEngine3 presentation was gorgeous, but the characters had no more than 9000 polygons each, which is fairly low. What makes them as detailed as they look is the amount of textures and shaders.
On consoles those details will have to be made out of polygons, in order to try and keep up with the amount of detail see on PCs.
Also i think techniques like Offset Mapping will have to be used, together with Displacement Mapping. OM especially is a great technique in terms of "cheapness" if you know what i mean.
I believe things in the console development area will pretty much stay the same as they've ever been: Devs struggling to fit everything on the limited amount of RAM, coming up with "tricks" to fool our eye. Personally i prefer this way of thinking, than just slap 1GB RAM anytime someone can't be bothered to code things properly cough*MS*cough....
pc999 said:Correct me but 3Dc would not gave a lot more space to normal maps and this way allow + hi rez tex and + detail ?
london-boy said:pc999 said:Correct me but 3Dc would not gave a lot more space to normal maps and this way allow + hi rez tex and + detail ?
Even then, PCs would have 3Dc AND loads more meory anyway... so....