New generation game play 2005-05-18 - By Marco Spasiano
Back The main problem will be the content creation, much more polygons means much more time to modeling, texturing and so on...but we have much more stuff to deal with. For example the technology for the PS3, "cell processor" is made around a general purpose CPU plus eight vector unit; so the power is much more than in the PS2 processor, including the increased clock frequency. As usual the core technology developers shows the maximun power that the console could be achieving (i.e. Unreal 3 technology). The real world than decrease these expectations. You have to deal with graphics, phisycs, A.I., particle simulations and various other things, so the real goal is to use that power in all directions, balancing all the features, not only in the graphics one.
Marco Spasiano Tools Programmer Playstos Entertainment www.playstos.com
-- -- Original Message -- -- From: "Andr� Adam" <a_adam@(protected)> To: <XSI@(protected)> Sent: Wednesday, May 18, 2005 8:59 AM Subject: Re: New generation game play
> Putting the rather excessive demolition models aside, particle effects > and the detail of the vehicles and landscape don't seem too way off. > Will overall look way less appealing with a regular ingame camera and > more repeditive track elements, though. > > -Andr� > > kim aldis wrote: > > > http://www.gametrailers.com/player.php?idX41&type=mov > > <http://www.gametrailers.com/player.php?idX41&type=mov> > > > > anyone in games care to comment on whether or not we really can expect > > this level of quality in the next gen consoles? If we can, I'll have 4. > > > > kim@(protected) > > kim@(protected) > > > > > > > --- > Unsubscribe? Mail Majordomo@(protected) with the following text in body: > unsubscribe xsi >
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