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New generation game play

New generation game play

2005-05-18       - By Marco Spasiano

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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)
> >
> >
>
>
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