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View Full Version : XNA VS CELL Work Station(TOOL v.2)


Megabyte
12-03-2004, 05:05 PM
Every Body knows the examples M$ has shown about his next generation games and XNA, what type of demos are you expecting from SONY next year and do you expect the same CELL Work Station be de TOOL V.2?

Stelio
12-03-2004, 05:40 PM
I dont know about you, but I havent seen anything regarding what Microsoft is going to release. I didnt even know they showed any demos...are you sure you saw any and if you did provide a link please.

As far as PS3, I am expecting much of the same only with more innovative processing techniques to render GFX. Im expecting disk streaming to become a standard as the relatively new / enhanced technology advances. Also, more in terms of where the CPU system decides to place polygons. I have always stressed this on many sites in the past when the system first came out - that in the near field you can have an incredible amount of plolys/textures or whatever and as you progress through the backround of the picture you would increasingly have less and less detail as the human eye wouldnt be able to detect that sort of detail in real life anyways. Of course this similar style of programming was experimented with in KILLZONE only on a much smaller scale. Im expecting something much, much more extreme. As you zoom in you may have the system keep increasing the poly count continuously maximising the system performance in real time. Using this technique is what will seperate men from mice and is what the PS2 was touching upon. I still however think the only way to maximise the PS2's performance is to do something similar constantly pumping 75 million polys. I think that in theory it is possible but extremely difficult to pull off. These techniques are the only was to create an illusion of lifelike images on screen...well...of course lighting plays even just as great a role in that department. But there you go. Thats what Im expecting. We'll see what happens

B EASY!

PeanutButterMunky
12-03-2004, 07:39 PM
I have no idea where a link would be, but I saw demos on Tech TV. It showed some creature going through metamorphosis/evolution, and it looked like CGI. It was nuts!! Of course...all the demos Micrsoft showed for the Xbox ended up looking nothing like the games. For example, the chic controlling the robot...

Again...the demos may just have been what they "think" it could look like...at this point I'm clueless...

Domination
12-03-2004, 11:04 PM
I have no idea where a link would be, but I saw demos on Tech TV. It showed some creature going through metamorphosis/evolution, and it looked like CGI. It was nuts!! Of course...all the demos Micrsoft showed for the Xbox ended up looking nothing like the games. For example, the chic controlling the robot...

Again...the demos may just have been what they "think" it could look like...at this point I'm clueless...

The demos you are talking about are most likely XNA's software tools being put to the test on hardware non related to the Xenon in any way.

Here's that/those demos:
Demo 1 (http://www.gametrailers.com/gt_vault/t_xna_crash.html), Demo 2 (http://www.gametrailers.com/gt_vault/t_xna_filmnoir.html), Demo 3 (http://www.gametrailers.com/gt_vault/t_xna_xenomorph.html)

Oh, and Megabyte, the workstation is only half the tale, It's a little more complex than that. But, it's still a little too early to tell how it will fair to XNA. I believe, however, that it won't be that far off if it does happen to not be as great.

PeanutButterMunky
12-04-2004, 12:32 AM
The demos you are talking about are most likely XNA's software tools being put to the test on hardware non related to the Xenon in any way.
That was it....thanks for reminding me ;)

Z
12-04-2004, 06:13 AM
I have always stressed this on many sites in the past when the system first came out - that in the near field you can have an incredible amount of plolys/textures or whatever and as you progress through the backround of the picture you would increasingly have less and less detail as the human eye wouldnt be able to detect that sort of detail in real life anyways. Of course this similar style of programming was experimented with in KILLZONE only on a much smaller scale

Exactly, more games should use this in this generation onward. The game I was hoping to use ‘multi-layers’ is Ace Combat. Because the only fault in its graphics is when you get too close to the ground, thing become very ugly. I thought about multi-layers before I even heared of Gorilla’s technique

The demos you are talking about are most likely XNA's software tools being put to the test on hardware non related to the Xenon in any way.
But doesn’t XNA software tools is what is used for Xenon, thus shows the machines capabilities?

Matt
12-19-2004, 11:11 PM
Continue here please:

http://www.psinext.com/forums/viewtopic.php?t=4486