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#136 |
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Member
Join Date: Mar 2004
Location: Brisbane
Posts: 6,378
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Highly doubt we'll see it this year. Rumours are pointing towards a November launch for Wii U and we've known about that for a while now. But it is plausible that they want to keep it very secret to keep X360 sales going strong. As soon as people know there is a new console set to launch I'd expect they'll be hesitant to invest in the current gear. I find it highly unlikely that MS would have kept their new console development so closely under wraps if it was launching this year. Surely we should have more solid rumours, instead we have many conflicting stories about its hardware. But then again we have conflicting reports about the WiiU as well and its actually been revealed.
Be a pretty great win for AMD if they got their CPUs/GPUs into all 3 platforms. WiiU is still an IBM cpu though I think. Last edited by gregpolk; 4th April 2012 at 1:44 PM. |
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#137 | |
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Member
Join Date: Aug 2009
Posts: 2,649
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Quote:
Mind you either way I don't see AMD doing a 86-64 stripped down version of the APU core just for that market. I'm guessing the whole point of the excercise is to maximise economy of scale in the first place. |
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#138 | |
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SLATYE, not SLAYTE
Join Date: Nov 2002
Location: Canberra
Posts: 25,833
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Quote:
I'd be somewhat surprised if the "legacy" x86 stuff is taking up much space. After all, the basic 32-bit architecture hasn't really changed much since the 386 days, and the whole 386 was only 275,000 transistors. Obviously there have been improvements (pipelining, cache, etc) but removing the old stuff wouldn't change that. The bigger problem is that the original 16-bit design (8086) moulded later architectures around it (eg. always the same set of registers as the 8086, because it'd be incompatible if they were changed to something more logical). Taking that out of a modern 64-bit chip would just leave a 64-bit chip that's incompatible with a lot of software and much less efficient than a purpose-built 64-bit chip like the POWER or SPARC designs.
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#139 |
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Member
Join Date: Dec 2008
Location: NSW
Posts: 10,963
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http://www.wired.com/gamelife/2012/0...eal4/?pid=2562
The Witcher 2 already looks better than that http://www.wired.com/gamelife/2012/0...eal4/?pid=2550 I see next-gen isn't losing its bloom trait |
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#140 |
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Member
Join Date: Apr 2002
Location: Central Coast, NSW
Posts: 4,630
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Epic seem to be choosing ease of development over pushing graphics further. With the amount that developers bitch and moan about used games, high detail graphics, and voodoo magic hurting their bottom line thanks to raised development costs, this is good.
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#141 | |
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Member
Join Date: Jan 2002
Location: Watsonia, Melbourne
Posts: 8,643
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http://4.bp.blogspot.com/-ChThellSed...screenshot.jpg just the emissive object lighting alone is worth its weight in gold, and what looks to be secondary bounced light specular.
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If at first you don't succeed, remove all evidence you ever tried. |
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#142 | |
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Member
Join Date: Dec 2008
Location: NSW
Posts: 10,963
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Shortcomings, as you purposely pick a screenshot that tries to make it look bad (which still looks better than most games)
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#143 | |
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Member
Join Date: Jan 2002
Location: Watsonia, Melbourne
Posts: 8,643
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an interesting post on a gamedev list -
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#144 | |
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Member
Join Date: Jan 2002
Location: Watsonia, Melbourne
Posts: 8,643
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Quote:
object lights / area lights and a general increase in usuable lights will make a big visual impact. lighting has always been a big problem (defferred lighting is a new hack, but it has plenty of problems as well)
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#145 | |
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Member
Join Date: Dec 2008
Location: NSW
Posts: 10,963
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You're always banging on about production costs, and when smaller studios like CD Projekt RED can make a multiplatform game with some of the best visuals ever seen, I don't sympathize with you or anybody else, at all. Especially is cases where more money is spent on marketing a game than developing it.
If the production costs are too much at the present, does UE4 fix that somehow? Did UE3 make things cheaper years ago? As your post stated - "most gamers are visual whores", does it decrease their expectations? Here's what happened last time, in 2005 (3:55 onwards): Now that was impressive at the time, and guess what? Development costs increased then, too, but to get back to the point I was originally making, I don't see what is so special about the over use of bloom and low resolution textures in relation to something being next-gen. Quote:
Last edited by Philll; 18th May 2012 at 12:16 PM. |
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#146 |
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Member
Join Date: Jan 2002
Location: Watsonia, Melbourne
Posts: 8,643
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engines have next to nothing to do with gameplay. if thats your only concern then stop talking about engines.
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#147 |
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Member
Join Date: Dec 2008
Location: NSW
Posts: 10,963
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My only concern? Did you miss the ~3 paragraphs above that?
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#148 |
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Member
Join Date: Jan 2002
Location: Watsonia, Melbourne
Posts: 8,643
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but you dont seem to grasp the other concepts, and keep falling back to "it doesnt improve gameplay"
CD Projekt RED are a "small dev" with over 100 people. who's game cost at least $11million to make, in poland which has lower wages. and even if that wasnt the case, there is always an exception to a rule. you really should talk about the average industry, not exceptions. (100 person studio, working on 1 game is not considered "small" btw...) UE4, CE3 etc dont improve production costs, I never said they did. it is what it is. its a pretty simple thing to understand - bigger worlds with better graphics = more cost. I do believe I have pointed out my dislike of rising dev costs, and how its going to turn into hollywood with a few big studios running things.
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If at first you don't succeed, remove all evidence you ever tried. |
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#149 | ||||
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Member
Join Date: Dec 2008
Location: NSW
Posts: 10,963
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Do you consider them to have an advantage over any of the 'industry average' when they revamped their engine, made high resolution models + textures for multiple platforms, and have to financially support themselves for a game initially only for the PC? Based on what was originally a PC exclusive? I don't consider them an exception when they're doing what everybody else could do if they weren't so greedy and stupid. In one thread you will say "10 - 20mil is considered "normal", but now 11 million isn't apart of the industry average? I can't keep up with these contradictions. Quote:
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#150 | |
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Member
Join Date: Jan 2002
Location: Watsonia, Melbourne
Posts: 8,643
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Quote:
I already said it increases the visuals...im not sure what your getting at? one day I would like to hear your bullet proof explanation on whats wrong with the industry and a budget breakdown on a game you would like to make.
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