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Geek Culture / Are Sony and Microsoft to be believed?

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Raven
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Posted: 10th Jun 2005 07:40
With the new Cell and 3Core Processors in these monster machines comming to pass, it seems pretty unbelievable the power they hold.
Both companies are claiming they can perform close to 200 GFlops.

Yet how true is this? If you were to take the technology at face value, then it does sound extremely impressive.

3.2GHz 128Bit PowerPC Processor
Multiple Cores
128x 128bit VMX Core

All accumulating to over 200Gflops of raw processing power... or does it?
See this has had me extremely baffled for the past few days.

The claim for the Playstation 2 was that this incredible 128bit 266MHz TX79-A Processor was capable of a whopping 6.2GFlops. Though on inspection of the Toshiba website on the TX Range Processors.. it is shocking to find that the TX79 at it's maximum (400MHz) output is only physically capable of 200MFlops Single, 100MFlops Double .. Theoretical that is.

What is possible more shocking to find out is that the Processor itself is a 64-bit Core, the only thing it is capable of in 128-bit is Floating Point Calculation.

While I don't doubt a custom solution was created to squeeze a little more power out, what are the chances that they were able to actually achieve over 3000% Output increase? I would wager that it's close to non-existant.

It's like someone taking an Intel 386-DX and tweaking it to out-perform a Pentium 200. It just ain't gonna happen!

If we do come back and look at this in more recent terms though.
We know that the Theoretical Performance of a 3.2 GHz PowerPC 940 64bit CPU, is around 5.0GFlops.

When you consider an AMD AthlonXP 3000+ can push 3.0GFlops, and the AMD Athlon64 3000+ can push 7.4GFlops; then really we're talking similar power output.

Now lets say we put 7 more Cores in the PPC Processor, and lets say that it doesn't require any processing going towards keeping things working right internally. So you get a perfect 7x performance.

Your still only going to be achieveing around 35 GFlops. Compared to current computers sure this is quite a bit more powerful than anything currently on the market.

Still it doesn't even reach close to this so-called 200GFlop that is being claimed. Although you can cry out 'yeah but the VMX Unit Per CPU will double the Flops', the fact is that's already taken into account with the base speed.

For example without the VMX it would only be pushing 2.5GFlop; but most applications now take advantage of this as standard. Just like a majority of applications on the x86 take advantage of the SSE2 instructions (P4 VMX)

In the end what is being claimed doesn't seem to be even close to what they're claiming.. while I can say that yeah the PS2 with it's 2 VMX Units could've potencially hit 1GFlop, there ain't a chance in hell it even made it past that. I can also say that if the PS2 was 1GFlop then Sony saying the PS3 is 35x more powerful wouldn't be a lie.

Yet what they're claiming as the power of this machine doesn't come close to the realistic values set by the designers.

Although yeah, next generation machines are going to be unbelieveably powerful; what is more unbelievable is the BS that these companies are trying to make us swollow.

I mean how likely do you believe that the Playstation 3's Cell Processor will be the equivilent of 12 Athlon64 X2 4800+? or 16 Pentium D 3.2GHz?

Jeku
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Posted: 10th Jun 2005 08:05
They always BS the new console hardware specs. This happened before, and it will happen again. We as consumers should take it with a grain of salt. As long as they're truthful about the power when the console is actually released, that's really all that's important now as almost all of their release dates are next year!


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geecee3
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Posted: 10th Jun 2005 08:12
now were talking almost real numbers, thank god. It was blooming Terraflops Last week!!.

this is all IBM and Apples fault.

mmmm....computer....
BatVink
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Posted: 10th Jun 2005 08:14
It still doesn't make you tea and toast, though.

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Avan Madisen
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Posted: 10th Jun 2005 08:25
Does anyone remember the Sony claims that the PS2 didn't render using polygons? I think they almost claimed the thing could perform ray-trace rendering in real-time.

But one question I have is, does the actual power of the console matter? I mean, look at the Gamecube, released after the PS2 and Xbox, yet both those two consoles were significantly more powerful. Dispite this shortfall in brute force the GC has had a long string of excellent games, some of which have been ported exceptionally well from PS2 and Xbox.

In my opinion, if the games are good and play well who cares about the numbers being crunched to produce them? I still play games on several old systems, some of them with less processing power then a crap mobile phone.

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Ian T
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Posted: 10th Jun 2005 08:28
I care far more about tangible features than BS hardware statistics

Raven
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Posted: 10th Jun 2005 08:44
true.. as a developer the power available for the next generation is important to me. so if they're releasing the real information or not is quite important.

unfortunately the main problem is that most of the time it isn't them lying about the specifications, but bending the truth from the real features.

For example: Playstation 2 doesn't render polygons.
To a degree this is actually true, it renders via a Tap-Rasteriser; Much like Unreal, or Messiah if anyone remember the technology they used.

Still it is a bend on the truth.
While it might wow the public, the problem is that it is really annoying when your wondering what you could possible achieve as a developer.

Especially as an Artist when we're barely ever given the REAL specifications we're working to; but rather than Programmers believe are the estimated limits of the engine we're working on.

It's hard to describe to a programmer that just because we can push a Reflection-Refraction Shader using Shader 1.1 @ 60FPS; doesn't mean that when we switch to Shader 2.0 we can expect identical performance from an identical Shader.

So knowing what the systems are technically capable of does, considerably help. I dunno, it seems silly that so much focus now is placed on the power of the machine.

And to be brutally honest it's this new wave of gamers that the previous console generation has born are the main cause. : sighs :

Avan Madisen
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Posted: 10th Jun 2005 09:07
The graphical capabilities of consoles is a very important thing for the manufacturers since they want to give developers everything they can muster.

It's no longer a matter of programming gameplay since numerous developers have proved that good gameplay can be achieved easily by following what has come before (FPS genre for example). It's become a matter of graphics and who can out do the other. We all remember when Quake was first released and wowed by the graphics, Max Payne and Morrowind had a similar receival for their graphics as did Half-Life 2 and Doom 3. Next we've got Oblivion and Unreal 3 coming and the emphasis is slow but surely developing towards purely graphical developments.

The actual gameplay of a lot of game genres can't really be pushed a lot further, sports games for example, yeah we can improve the AI and make the controls more refined but how much further could be take football games, or driving games? Programming wise there is a long way for these games to develop, Rag-doll physics is still pretty much in it's youth in games, how long before some attaches an AI to a rag-doll and has it walking, running, jumping, climbing, etc. all over the place using nothing but physics to control the movement of the entire character? It's be very impressive to see, but how much would it really change the gameplay other then allowing more things to be done more dynamically? Not much I'd wager.

Then again, I could be wrong, gameplay might develop much much further in the next ten years. Look at what Shenmue brought us for adventure games, and what the Elder Scrolls series has done for RPG's. Everytime someone has said that something was impossible, or wouldn't develop much further, someone has taken that as a challenge to do it and eventually there was a success.

Someday we'll have MMORPG's with the gameplay complexity of Shenmue, Oblivion, Elite and Grand Theft Auto all combined into a system with space for several million players at once crossing thousands of planets all with their entire surfaces and underworlds ready to explore. Well, heres to hoping anyway!

Anyway, the graphics in games are the only thing that I can see developing to near infinity, since no matter how much detail you could render in a scene, someone would ask for more somewhere. So it's not surprising that the hardware manufacturers 'exaggerate' the capabilities o their systems somewhat.

We'll all just have to wait and see when the final products reach us.

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Kevin Picone
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Posted: 10th Jun 2005 09:32
Unless you've been bunker for 20 years, there's nothing new about the positive spin hardware manufactories & developers place on new hardware.

However here's an interesting take on the Cell cpu's.

http://www.blachford.info/computer/Cells/Cell0.html

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Raven
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Posted: 10th Jun 2005 10:01
Interesting read.

PowerPC 970 3.2GHz, Controller Unit

Each Core = 4x 32bit (or 1x 128bit) with 128x 128bit Registers Across 4x FPU and 4x IPU

I don't believe this mathis quite accurate though he put it at 35GFlop + 35GMips but the reality is it isn't quite that high.

Unlike the PowerPC, it isn't processing 32x Instructions Per Second; so even if it is streaming your looking at a cut of almost 80% Speed.

So your really more looking at around 7GFlop total capacity.

Although sure with 7 Units this means a total of 49GFlops, and still quite impressive; the fact is they're bottlenecking the processing abilities with the Through-put.

((128x8)x4)x7 = 28,672 bytes per cycle (3.2GHz)
So your looking at what... 91.7 GB/Second Throughput, this is on a 6.4 GB/Second Transport.

Another thing is, how sodding large is this going to be. I mean the PowerPC 970 on it's own isn't exactly a tiney peice of hardware.

You scale this with 8 Additional Cores all of which designed to achieve close to the same overall processing power as 7 PowerPC 970s on thier own?

Quite a bit of the techonology just doesn't add up.
Power Requirements, Fabrication Size, etc...

I dunno, it's definately an interesting and looooooooong article; but in the end it is mostly speculation.

Kevin Picone
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Posted: 10th Jun 2005 10:15 Edited at: 10th Jun 2005 10:17
This entire thread _is_ speculation..


Interesting (OLD) article on the PS2
http://www.firingsquad.com/hardware/ps2tech/page3.asp

Kevin Picone
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Megaton Cat
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Posted: 10th Jun 2005 10:22
I'm really glad Raven returned his dancing cat as an avatar. It brightens my dull existence among you guys.

It's M-E-G-A-T-O-N. NOT MEGATRON.
DON'T MAKE ME GET THE RABBIT.
Raven
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Posted: 10th Jun 2005 10:46
Quote: "This entire thread _is_ speculation.."


True, but you still see my point that the figures just don't seem to be adding up.

I mean the major thing that raises red flags about this whole issue, is Apple have recently announced thier move away from IBM and towards Intel.

Either Intel are producing some ground-breaking Processor, or IBM's Cell Technology isn't quite the great step that they're making it out to be.

In either case... I'm pretty sure Apple know someting we don't.
Perhaps this whole Intel & NVIDIA partnership is going to see them finally crushing AMD?

Who knows, but I'm very sceptical given the whole point Multi-Cores are being put in to Processors now confirmed by IBM, Intel and AMD was that they've reached a plateu of how far current processor technology can push Single Core Units.

Avan Madisen
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Posted: 11th Jun 2005 08:20
We should also remember that the hardware developers are slowly moving away from having a main CPU. Here's a little history:

Originally a computer had one major CPU that did the bulk of the processing with a number of minor chips doing individual smaller jobs. For a long time this was the norm, many games consoles and computers (Mega Drive, SNES, PC's, Acorn computers, etc.) all used this form of architecture.

Eventually people started experimenting with multiple cpu systems (the Mega CD was one of the earliest commercial ones, followed by the awful 32X and then the Saturn came along with 3 cpus) but these had the major flaw that in order to use them properly the programmers had to work a lot harder since they had to optimize the programs to run on multiple cpu's running in sync!

At some point (I don't know exactly when) graphics cards became a force unto themselves, taking the load of the 3d rendering off the cpu and offering graphical effects that the cpu could never have done on it's own without becoming more powerful then even modern cpu's.

Now we have PPU's (physics processor units) on the horizon, taking the load of the ever-popular physics dynamics off the cpu.

We are probably going to see AIPU's (articifial intelligence processing units). Although given the current variety in AI we have in games today I don't see this as being likely any time soon.

I do have to point out that computer chip technology is still far for the ultimate conclusion, which is having every pathway one molecule wide and having one or two molecule gags between the pathways. This situation is still a long way off and I doubt we will achieve it within the next 50 or even 100 years. However the hardware maufacturers are getting impatient, they want that technology now, rather then letting their great-grand children be the founders of it. So they're looking for any speed improvement they can get, we all remember the afore-mentioned Sega Saturn with it's 3 cpu's, that was one reason that console died, many of the programmers couldn't be bothered and opted for the easier to use PS. I've read in one or two places that the XBox 360 has 3 cpu's (don't know how true this is) but if it is true I hope for the sake of the game developers that Microsoft have some way of making the programming easier, or XB360 might be doomed in a similar fashion to the Saturn.

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Arkheii
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Posted: 11th Jun 2005 10:16
If I were a console developer, the first feature I would demand would be a fast way to transfer my game's binaries and media to the console's hard drive for testing. I've read horror stories about having to wait 45 minutes to burn the game to a DVD before getting a chance to test it, only to find out that it doesn't work.
Raven
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Posted: 11th Jun 2005 10:39
No not at all Avan. The Central Processor Unit is stil a key component of every system.

We've had Sound Processors for a decade, yet a Sound Chip is still used in the majority of all computers.

Graphics have for basically as long as I can remember been a seperate task. Even if it was just a simple Flip Chip in the Acron Electron or something, you've always had a seperate area of the computer control the on-screen graphics.

You've also still had the CPU control graphics. This is still true today. Sure you have the Graphics Processor Unit directly calculating the rendering information, shaders, etc... but you still rely on the CPU to tell the GPU what to do. The GPU is a fantastic peice of kit now; but it is still effectively doing the same thing it's done for 20 years.

Take the information you've processed and translate that to a visual result.

Because Graphics is an operation that is effectively seperate, it will always be seperate. Combining the two just like with sound would cause it to limit the potencial of one or the other. CPUs still have special instructions the increase the speed of such things though. Take over if the need arises, but they'll never be as quick as dedicated hardware.

I've often now seen the point in GPUs to be honest. I mean while it's true they are now capable of dynamic and complex calucations within a reduced instruction pipeline; the fact remains that if you want to upgrade from your X300 to an X700 you have to buy an entirely dedicated card. Same goes for the ram, it's all 100% dedicated and different to normal ram.

Until they can get past the barrier that stops Graphics Processors being reliant on specifically layn out hardware, I really don't see who they've technically 'evolved' from being the graphics cards we used that were only 2D. Sure they've adapted as the industry has required them to; but they are still limited to thier own card prison.

AGP was a good first step.. but it hasn't been taken any further.
Only NVIDIA's MXM Technology looks interesting.. but it is doubtful they'll ever push that for the desktop system.

Given that 90% of a graphics cards value nowadays comes from the RAM, then surely making a GPU that could be swapped out would make upgrading cheaper as a whole?

Jeku
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Posted: 11th Jun 2005 16:02
Quote: "I've read horror stories about having to wait 45 minutes to burn the game to a DVD before getting a chance to test it, only to find out that it doesn't work."


Hmmm haven't seen that. The Xbox and PS2 dev machines are computers in themselves running from Visual Studio or something similar. Basically you compile, run, and the game goes right on the TV as if it were on the console. In fact the Xbox dev machines are stacked out Xboxes!


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Raven
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Posted: 12th Jun 2005 03:22
Quote: "Hmmm haven't seen that. The Xbox and PS2 dev machines are computers in themselves running from Visual Studio or something similar. Basically you compile, run, and the game goes right on the TV as if it were on the console. In fact the Xbox dev machines are stacked out Xboxes!"


Depends which Developer Machine and the Generation of it.
Nintendo and Sony for example provide thier retail machine with a custom ROM (without Copyright protection) as well as a Serial link port allowing you to directly run them through the console.

Nintedo's early versions however are always Emulators.

Microsoft originally gave out P3 Windows 2000 PCs, but the new X-Box Development platforms are just standard machines really; with the mod.

Avan Madisen
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Posted: 12th Jun 2005 06:52 Edited at: 12th Jun 2005 06:53
Raven, I wasn't suggesting that cpu's will eventually be phased out, I was merely pointing out that originally the cpu did the vast majority (although not all) of the number crunching, now many of the jobs are handed over the secondary chips. I realise these jobs are really just the actual calculation of the processes and those process are controlled by the cpu, I just didn't put that across in my previous post.

Quote: "I've read horror stories about having to wait 45 minutes to burn the game to a DVD before getting a chance to test it, only to find out that it doesn't work."

That reminds me of the story about the film Tron, when they were rendering the cg sections of that film the computers were so slow they had to transfer the frames onto celluloid and watch them that way just to test the footage. Oh what people put up with in the old days!

I don't suffer from insanity - I enjoy every minute of it!
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Raven
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Posted: 12th Jun 2005 07:24
Yeah, but I was pointing out that actually it's been that way practically since computers have been in the home.

Things are getting more and more complex, but realistically nothing has really changed inside except the size and complexity.

Bizar Guy
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Posted: 12th Jun 2005 12:13
Quote: "But one question I have is, does the actual power of the console matter? I mean, look at the Gamecube, released after the PS2 and Xbox, yet both those two consoles were significantly more powerful. Dispite this shortfall in brute force the GC has had a long string of excellent games, some of which have been ported exceptionally well from PS2 and Xbox."

Actualy, the Gamecube is more powerful than the ps2, Although your absolutly right. It's the game originalyity, gameplay, story, and consept that are important, not the system you play it on. the graphics on the new systems are so dam good, that I can't see graphic quality as mattering nearly as much as graphic style in the future. Graphic realism is overdone, and the only game I'm turely greatful to have it in is Half Life 2.
Maybe it's just me, but I've never thought new graphics were as important as new gameplay. It really anoys me also that every game these days is trying to be like GTA and be as free roaming as possible. In some games this works perfectly, but in others I'd be much more interested in seeing the game entirly be part of the storyline. It's just so cool when every mission, quest, or task is integrated into the story somehow, as are all the locations... but my opinion probably doesn't matter, because I'm strickly a computer gamer.


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Avan Madisen
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Posted: 13th Jun 2005 07:21 Edited at: 13th Jun 2005 07:22
That's weird, all the specs I saw the GC and PS2 around the release times the GC was about half as powerfu as PS2. But then again I'll always love the fact that Dreamcast had 4mb texture ram while PS2 had only 2mb, so a lot of DC games looked better then the average PS2 game since they had better textures. Dead or Alive 2 was the killer though, visually the DC version looked a lot better then the PS2 version dispite the PS2 being able to handle 7 times the number of polygons the DC could. Show how much difference the texture detail can make!

I do agree that free-roaming games, although great to play, need to be done properly and isn't really nessecary in all game cases. If they can get the game to play well without free-roam gameplay, great!

But then again I think this thread is heading away from the original subject, so it might be locked soon.

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Raven
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Posted: 13th Jun 2005 08:35
Not really the subject is still on how the Console Manufacturers are lying about what thier machines are capable of.

For example the specifications online of the PS2 would put it almost 3x more powerful than the GameCube; but then the realistic specifications form the manufacturers would set it at less than 1/8th of the power.

This said, while the PS2 can push around 2x the polycount; the GameCube can do it with full shaders, textures and lighting. This makes a huge difference.

Dot Merix
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Posted: 13th Jun 2005 10:10
I was just watching a full E3 thing on Electronic Playground today, they were interviewing microsoft/sony/nintendo about their systems how much power they had etc...

During the interview with Sony, they said that the graphics in Killzone were real-time graphics and not pre-rendered.



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Raven
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Posted: 13th Jun 2005 10:16
Quote: "During the interview with Sony, they said that the graphics in Killzone were real-time graphics and not pre-rendered."


Yeah I saw a similar interview about it.
Problem is that the Playstation 3's graphics is only 2x as powerful as the current top-end PC GPU. Which when you realise that the GPU is 1.8 : 2.0 TFlop of the overall power of the PS3; means that your looking at pushing around 2million polygons per scene.

This means you can effectively push scenes double the quality of Unreal 3 at just a little over 30fps; so you can do those graphics at a reasonable 60fps real-time normally.

The sheer detail level in Killzone 2, just makes it pre-rendered.
I'm not saying it isn't possible to achieve, but in Real/Time; no way you can do that on current hardware, no matter how sodding advanced it is.

Even SLi Quadro FX 4400 would struggle with that many polygons, fill-rate and shader complexity. Just isn't possible.. yet.

Jeku
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Posted: 13th Jun 2005 16:44
Quote: "The sheer detail level in Killzone 2, just makes it pre-rendered.
I'm not saying it isn't possible to achieve, but in Real/Time; no way you can do that on current hardware, no matter how sodding advanced it is."


Hate to say it, but you can't claim that it's impossible to achieve, just because you don't have the hardware that's not even released yet. That's like saying the 2005 Mazda 3 doesn't exist because it's not out at the dealers yet


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Raven
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Posted: 13th Jun 2005 17:03
Quote: "Hate to say it, but you can't claim that it's impossible to achieve, just because you don't have the hardware that's not even released yet. That's like saying the 2005 Mazda 3 doesn't exist because it's not out at the dealers yet "


alright we'll run with this analogy for a second.
this is like BMW saying thier new engine is capable of breaking 140MPH while thier last engine just hinted over 70MPH... yet the car it's going in; say the new Mini Cooper, and Mini are claiming that footage of it out-performing a Ferrari Enzo was not faked.

You see my entire problem with what Sony are claiming? How can both parties be telling the truth?

As it is not like a Graphics manufacturer NOT to claim impossible performance, I think I'll take NVIDIA's word on the performance.

robo cat
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Posted: 13th Jun 2005 19:45 Edited at: 13th Jun 2005 19:46
@ Avan Madisen

Quote: "Rag-doll physics is still pretty much in it's youth in games, how long before some attaches an AI to a rag-doll and has it walking, running, jumping, climbing, etc. all over the place using nothing but physics to control the movement of the entire character? It's be very impressive to see"


http://forum.thegamecreators.com/?m=forum_view&t=55551&b=8

Simple... yet fun!
Hamish McHaggis
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Posted: 13th Jun 2005 20:31
Quote: "that I can't see graphic quality as mattering nearly as much as graphic style in the future. Graphic realism is overdone, and the only game I'm turely greatful to have it in is Half Life 2."


You're right there. For some reason a lot of people think logically, as games get more advanced, they have to get more and more realistic. Take that new Killzone trailer, they seem to have taken the way the player moves and reacts to another level. This may not be an entirely bad thing, but the way the gun was aimed just looked awkward, it didn't look like the player was actually aiming at much, just in the general direction of the enemies. I mean, how long before you have to take your characters to the crapper, or press the "blink" button every so often so their vision doesn't get blurred.

More tea Vicar?
Jeku
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Posted: 14th Jun 2005 03:03
Raven - I can see where you're going with the analogy now, but I guess that's one of the main differences between someone like you and I. I'd rather be neutral on technology that's not public--- i.e. the Killzone could be rendered or not. But you just disbelieve things unless you see them, to a point of flat out denying their existance (which you couldn't prove one way or the other), which might be just as valid. I'd rather not make speculative suggestions before knowing the reality is all.


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David T
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Posted: 14th Jun 2005 04:58
Quote: "That's weird, all the specs I saw the GC and PS2 around the release times the GC was about half as powerfu as PS2. "


Sony's figures were not in game iirc, just hardware limits.

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Raven
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Posted: 14th Jun 2005 07:46
To a degree yes, but I had to study the video of Killzone for Microsoft along with a few other guys. I mean the level of detail in the Video is close to that you'd expect from a high-end Renderer.

While Parallax Mapping can do so much the results are not even close to what they're achieving.. even at 2048x1024, which the processing power to achieve would be immense! You would still be seeing some minor pixelations, yet in this there non what so ever.

While I don't doubt quite a bit of work went in to it, it has also been reported that developers only had 2 weeks with the new hardware in which to develop thier demonstations.

Now not to be overly skeptical, but a demo of that magnatude; alright I think it's pushing the bounderies of what this new technology can do way to far to begin with.. but you ignore that and focus on the fact that in 2 weeks they were able to create no just a city-scape, but a visually bugless engine, movement that is 'overly' realistic, animation reactions, artificial intelligence that will drag team-mates from battle, around 12 variations of solider that I saw. This isn't to mention the sheer Memory Issues.

I mean while sure they 'might' be pushing around 4million polygons per scene Real/Time (unlikely but lets assume they can at 2x1k for a second) .. in order to Process that level of detail you talking needing AT LEAST, 730MB of Video RAM. Hell you'd need at minimum of 16MB Frame Buffer RAM.

Unless they'ves stumbled on to some new form of compression that out-performs everything on the market by a factor of 3.

I mean seriously there are so many issues that I just don't know where to begin. The only way that Killzone was R/T was in the fact that it was being played back R/T.

Avan Madisen
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Posted: 14th Jun 2005 08:03 Edited at: 14th Jun 2005 08:03
Robo Cat - I'm talking about full human capable dynamics with realistic movement in all ways, shapes and forms. Something you'd be forgiven for thinking was done with motion capture.

Quote: "Parallax Mapping"

WTF? I've never heard of that...

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Jeku
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Posted: 14th Jun 2005 09:34
Quote: "While I don't doubt quite a bit of work went in to it, it has also been reported that developers only had 2 weeks with the new hardware in which to develop thier demonstations."


And your point is? Developers nowadays develop on high end PCs months before getting console dev kits. They have known the specs for quite some time, which is all they need, really. Nobody is claiming that the video is of someone actually playing the disc off of a PS3


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Benjamin
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Posted: 14th Jun 2005 10:10 Edited at: 14th Jun 2005 10:11
Quote: "WTF? I've never heard of that..."

Its a similar technique to bump mapping I hear.

Edit: http://en.wikipedia.org/wiki/Parallax_mapping


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Raven
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Posted: 14th Jun 2005 10:11
Quote: "And your point is? Developers nowadays develop on high end PCs months before getting console dev kits. They have known the specs for quite some time, which is all they need, really. Nobody is claiming that the video is of someone actually playing the disc off of a PS3"


How can you develop for a setup that is over 16x more powerful than the most powerful PC setup?

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Posted: 14th Jun 2005 20:16
Quote: "I'm talking about full human capable dynamics with realistic movement in all ways, shapes and forms. Something you'd be forgiven for thinking was done with motion capture."


Its not finished yet. The AI is in its early steps and the anatomy of the creatures is setup so they have no restrictions on their knees and unrealistic grip. Obvious it will never get to the stage where they pull faces and blink etc but I think I'll be able to get the actual movement up to a stage that rivals animation, it will just take a while.

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Posted: 15th Jun 2005 02:18
Quote: "How can you develop for a setup that is over 16x more powerful than the most powerful PC setup?"


And again, I don't know why you're arguing against me when this is obviously correct due to real experience. Do you think they just plug a PS2 into a TV and enter code on a gamepad


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Chris K
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Posted: 15th Jun 2005 03:09
When they first started making Unreal 3 it ran at about 5 FPS because the technology wasn't good enough.

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Raven
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Posted: 15th Jun 2005 04:21
Quote: "And again, I don't know why you're arguing against me when this is obviously correct due to real experience. Do you think they just plug a PS2 into a TV and enter code on a gamepad"


I don't think your understanding the point I'm making here.

One thing to remember is, while yes it is quite common to prototype on a PC.. however both Sony and Nintendo provided special developer machines almost 12months prior to thier launch. I'm sure your fully aware that Developer Machines link directly to a PC allowing you to output directly to the machine for testing purposes.
(in-fact retail SCPH-300x machines have the link port still fully available for people to use)

So in the lead-up to the release of those consoles, developers had the actual hardware to play with. Still if you've ever coded something using the PC Emulation Software, then tried to use it on the real-machine; you'll be fully aware that one main problem you face are the subtle differences between the real hardware and what was expected to be the design in the Prototyping Software.

End result is you spend several weeks trying to track down the most stupid of bugs.

Another point to remember is Sony this time have NOT provided any quick solutions like they did with the Playstation 2. There are no common libraries, there is no middleware, there is only the SDK providing direct access. Although sure this will provide developers with the ability to create the titles they ended up creating on the Playstation 2... problem is you've just gone of knocked on a good few extra weeks of development time.

Now add to this the fact that NVIDIA signed an agreement to work with Sony in January; even if the NV50 was at a near enough complete state, in order to integrate it in to the Playstation 3 it would've taken a good 2-3months.

Epic were one of the first to recieve the PS3 SDKs, and Todd Sweeny quite clearly says they got them 2 weeks prior to E3.

While the demonstration of Unreal 3 was fairly impressive for 2 weeks of porting, the fact does remain that the Unreal 3 engine was not only complete; but already designed to being ported, with the artwork basically already done and working on the RSXs smaller brother.

There is no way in hell you can run Killzone, even at a reasonable speed on SLi 6800 Ultra.

Quote: "When they first started making Unreal 3 it ran at about 5 FPS because the technology wasn't good enough."


This would make my last point even more valid too. NVIDIA stated that the RSX in the Playstation 3 was the power of two GeForce 6800 Ultra cards.. this is mightly impressive, yet still the fact remains that PC hardware cannot run Killzone 2 graphics yet.

So when you consider that equal hardware just cannot achieve that level of detail yet, and the graphics power in the PS3 is supposidly equal to the top-end PC setup. Instantly something is wrong when Killzone 2 is running without jitter (unlike Unreal 3 which did some minor frame stuttering btw) at a perfect 60fps?

Developers aren't going to sit there linking up several machines just to get 'a reasonable' test machine.

At where I'm working atm, we're using a single Prototype machine until the final developer console is being sorted out. We could very easily scale to use 3x G5 Macs without much issues of linking or scaling them; but if you've ever tried to render over several machines cooperating you can try to then imagine how hard it would be to code over several machines. Especially as you'd only have to recode it back once the real hardware arrived.

The point is it'd be more hassle than is worth. The original Playstation 2 didn't have shaders... and implimenting the Shader aspect of the Killzone 2 rolling alone would've been well over 2 weeks. How would that've even been possible given it wasn't known what the card was going to support until a few weeks before.

Sorry but; I only believed that the first few demos were REALLY running on Prototype Hardware; I mean you should know better than anyone how long it takes to developments.

Without Middleware, without common libraries.. effectively developers have had to start from scratch in order to get things working. There is just far far far too much in Killzone 2.

If it was purely about the graphics then... a slim chance I'd believe it was running on real hardware; but given everything else as well. I just don't believe it one bit.

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Posted: 15th Jun 2005 06:10
I thought they were using Mac G5's for the X-Box 360 dev machines anyway...

Doesnt this kinda answer your question?


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Chris K
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Posted: 15th Jun 2005 06:37
Quote: "End result is you spend several weeks trying to track down the most stupid of bugs."


No, you spend several weeks trying to track down the most stupid of bugs.

As much as you try and pretend otherwise, you are not an industry authority - these guys are. As soon as Sony get some new hardware its going to go straight to the Killzone guys.

This is Sony's Halo-beater. They are not going to be using the same development tools as are available to you, Raven - someone who has to date, been unable to program a game in Dark Basic.

Answer me this - what would they gain from pretending they're game looks better than it does? Hype? What about when they ship it and it looks like crap? Not gonna get good reviews.

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DBAlex
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Posted: 15th Jun 2005 06:40
Quote: "This is Sony's Halo-beater. They are not going to be using the same development tools as are available to you, Raven - someone who has to date, been unable to program a game in Dark Basic."


Roflmao...

Raven are you even in the "industry"?

It sounds like your just a broke student...


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Jeku
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Posted: 15th Jun 2005 06:43
... and wait a sec. Isn't Killzone a Sony game!? They would SURELY have dev stations earlier than anyone else.


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Chris K
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Posted: 15th Jun 2005 06:48 Edited at: 15th Jun 2005 06:49
I think I got a bit nasty there.

What I meant to say was...

It is my personal opinion that the trailer is the game's engine but entirely scripted.

I remember seeing those first shots of the G-Man and thinking - "No way. That's Toy Story graphics" That was several years ago now. I believe in the game industry's ability to blow my socks off.

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Chris K
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Posted: 15th Jun 2005 07:43
Here's some videos:

http://www.gamespot.com/ps3/action/playstation3hardware/media.html

Start with the one second from bottom (Alfred Molina) and move up.

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Raven
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Posted: 15th Jun 2005 15:02
Quote: "Answer me this - what would they gain from pretending they're game looks better than it does? Hype? What about when they ship it and it looks like crap? Not gonna get good reviews."


This isn't the first time they've done this, and I very much doubt it's a last. Sony have a habit of showing CG footage of thier games; claiming it's being run by the console when the reality of the game is somewhat different.

If you've played the original Killzone then you'll know that the way in which it's presented make it look VERY good, most of the time your moving to fast to realise that in order to achieve the effect they have, the actual player models are in-fact quite low-polygon as is the entire environment. With the Playstation 2 they have a bonus of having 2 Graphics Pipelines to play with; this allows them to create Screen Effects without any speed issues.

So say you wish to do some Bloom Effect. On the PC/X-Box/GC you would create a Shader in order to do this, and it would take up valueable GPU power meaning you can render less polygons. For the Playstation 2, you simply use the 2nd Pipeline and you can devote that to your additional effect.

It's how the Playstation 2 is capable of quite ridiculous polycounts at times while still having a nice screen effect. Yet the problem is unlike Shaders you'll notice that you can only have one effect at a time. So it's a trade-off.

With the Playstation 3 however this is gone. They've changed thier development pipeline to a single rather than double graphics pipeline. This means everything they do WILL affect the overall speed and output ability of the console.

So while the original Killzone was capable of making the relatively low polygon world and characters fell more real though a screen effect; in order to do the same on the Playstation 3 your sacificing your overall polygon processing speed.

Another point to make are how many effects are being run in a single scene. If you look at Unreal 3, you have 64-bit Colour HDR (built-in feature of the RSX/GF6), you have parallax mapping (built-in feature of the RSX/GF6), you have a few glowing effects, etc..

On the whole while Unreal 3 looks impressive as hell, the fact kinda remains that it's using extremely complex shaders to achieve it's goals rather than a huge number of shaders.

Now a REALLY good example of this is .. in Unreal 3 the reason why you've not been shown scene of like 16 players onscreen at once in a Multiplayer game; is the simple fact that the Hardware it's currently designed for CAN NOT process that many real-time Shadows at a reasonable speed (for the depth being used).

Shadows in Unreal 3 are 1024x1024 Render-Targets, they have to be processed per Shadow, per Light Source.

Run through the Killzone 2 trailer, and you have close to 40-50 people onscreen at once; with Shader Hair, Parallax Mapping, Bloom, HDR, Particle Dust Effects, Real-Time Hi-Definition Multi-Light Source Soft Depth Shadows, oh and not to mention the AI going on in the background. Explosion effects, Tracer Bullets, Terrain Real-Time CSG, Huge Visual Distance.

Quote: "This is Sony's Halo-beater. They are not going to be using the same development tools as are available to you, Raven - someone who has to date, been unable to program a game in Dark Basic."


Chris I work for Microsoft, and no we don't get development hardware or software prior to the big industry names.

If a company like Valve, Epic, Square-Enix, etc. want to develop for the next generation consoles even Microsoft Game Studios won't get stuff before them.

Sony work the same way. See the biggest problem I have about the Killzone 2 demonstration is they claim it was Real-Time... but how come the development team didn't go up on stage like Epic did and SHOW; no this isn't some technology rolling demo of what we hope the console will be able to achieve. Epic physically controlled what was going on, on what can only be assumed at this point as the prototype hardware. If Gorilla Software aren't even willing to do that, then how can anyone be expected to believe them?

Furthermore Gorilla Software is an Australian developer right?
So why the hell was the whole Killzone 2 Rolling Demo developed by the same Scottish Company who did thier CG for the first game?

Quote: "As much as you try and pretend otherwise, you are not an industry authority - these guys are. As soon as Sony get some new hardware its going to go straight to the Killzone guys."


As I said above... even internal companies don't get hardware before the big names. At the same time yes, but not before. Preferencial treatment has always been given to companies who can bring in the big bucks; not to if your an internal company or not.

Another thing is, what the hell does my programming competence with DarkBASIC have anything to do with programming in any other language OR the fact that professionally I'm an Artist not a Programmer?

Quote: "No, you spend several weeks trying to track down the most stupid of bugs."


Fine smart-arse.. Develop an Application for the Apple Macintosh using PearPC; then try to use it on a real Apple Macintosh.

If you don't run in to porting issues, then I'd suggest you apply at Rare. As the reason that the games at E3 were still using Alpha hardware is because there are currently porting issues to the X-Box 360.

Quote: "I remember seeing those first shots of the G-Man and thinking - "No way. That's Toy Story graphics" That was several years ago now. I believe in the game industry's ability to blow my socks off."


That's just your opinion of what hardware was capable of. The G-Man and even Half-Life 2 images were never particularly impressive to me. (in-fact if you go back to during it's development you'll see a number of posts from me to that effect)

I didn't have a hard time believing that was possible.
Unreal 3 / Gears of War, I would say is really pushing these next generations consoles pretty much to thier limits without the experience that time provides.

Now this is my entire gripe really here. While maybe (and I mean slim chance in hell) Killzone 2 graphics, ai, etc. are going to be possible on the Playstation 3... the simple fact is. It isn't that powerful out-of-the-box.

It's like someone before DarkBASIC Professional is released showing a video of a Doom 3 style game that they've developed with a matter of a month with the Beta.

I'd be highly skeptical that Doom 3 is possible using DarkBASIC Professional; yet more over is my issue that a month is very very little time to get to know the hardware your developing for as well as put together a new engine, etc..

I mean we have to remember that Killzone at best is only a matter of what 5-6months old? Even 6months, I would say they would be pushing artists to create that sheer level of detail, get used to a new development pipeline, etc.. It all comes down to the sheer time that is spent.

Sure now I believe you could achieve Doom3 level of graphics in DarkBASIC Professional; but EVEN with this RAD System, you would still be looking at around a month, maybe 2 to achieve an engine that was not only running at a reasonable speed but also get it all done.

It's completely down to the complexity of what is trying to be achieved. I personally just don't believe it is possible... even the 70 man team resources of Epic took 2 weeks just to convert a small portion of Unreal 3.

Gorilla just doesn't have those kind of resources.

Jeku
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Posted: 16th Jun 2005 02:19
Quote: "Epic physically controlled what was going on, on what can only be assumed at this point as the prototype hardware."


You actually think they were controlling the game? Now who's gullible? Did you also believe the EA guy was controlling the Fight Night demo, too?

I know for an ABSOLUTE fact that developers had the console devs MONTHS before E3. They knew the specs even further back. I still think you can't flat out deny anything just because you haven't seen it.

I doubt that exact scene will be in the game though, as they obviously created it for E3, much like Bungie did with their E3 scene of Halo 2 just two years ago.


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Raven
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Posted: 16th Jun 2005 05:53
Quote: "You actually think they were controlling the game? Now who's gullible? Did you also believe the EA guy was controlling the Fight Night demo, too?"


Gulible? Did you see the Sony Press Conference?
While the scene itself was scripted, thier ability to pause, unpause, and move around the scene was done in real-time.

Sorry but it would've taken incredible timing (something Tim Sweeny is not good at ) for them to have set the pauses when the other guy (Paul?) stopped controlling it, then started again to show off each aspect of the demo.

Dunno about Fight Night, but given the X-Box 360 currently has a full Development SDK right now; and Renderware for the X-Box 360 is still in-development (due August according to Microsoft).. the reality of it being for the PS3 already are between slim and a joke.

Quote: "I know for an ABSOLUTE fact that developers had the console devs MONTHS before E3. They knew the specs even further back. I still think you can't flat out deny anything just because you haven't seen it."


And the company I've worked for have had our Alpha Hardware and Development Kits for almost 12months. That's not the point though, because Alpha hardware and kits don't even come close to respresenting what the final hardware is capable of; nor are they capable of being simply 'transplaneted'.

Although redevelopment would've been relatively simple and we did have the 'finalised' hardware around a month before E3; neither team who were showing off thier work at E3 wanted to risk rushing to try and convert it.

Epic recieved thier Priminary Hardware and SDK, 2 weeks prior to E3.. this isn't a case of 'oh well they're just not Sony so why would they care', it's a case that the Hardware, Drivers and SDK were ONLY FINISHED 2 WEEK PRIOR TO E3.

The hardware that Epic used is effectively what the final product will be. Although they now have 12months for niggle adjustment and such, the fact is that what Epic have is the final thing.

Yes the Hardware would've been available sooner, around February for developers to tinker; and the drivers a few weeks later.. with the SDK for accessing it developed on an as you go basis.

This aside... that would still have left only 4, 5 months to achieve what Killzone 2 "did". Sorry but while Epic have been working on thier engine for over a year on top-end PC Hardware; Guerilla would've only had the 'predicted' hardware specifications to go on; most of thier development would've been done on the 'Emotion Engine 2' Playstation3 Development Machine.

The pipelines are just so incredibly different.

No one knew that Sony were going to ask NVIDIA for a GFX Chip; given Sony has been in talks with ATI for over a year, hell ATI were at one point going to do it before backing out and forcing Sony to either do what they did with the Playstation 2... or go with another choice (well really the only other choice).

After Microsoft announced thier IBM PowerPC chip last year, Sony again approached IBM. The 'Cell' Processor wasn't even concepted until late 2004, so while yes it was developed quite rapidly after design; it wouldn't have been until testing they could successfully theorise to the output because it's the first chip of it's class.

Sorry but as I said above, what was given out before-hand was just to distant. It would've require resources and people who understand the engine well enough to help convert it over a short period of time. Seriously; there was a reason why Rare chose NOT to convert to the finalised hardware. We had one hell fo alot longer with it to do so as well.. Sorry but there is only so much Psuedo stuff you can do because you just have to be able to get your hands dirty with the REAL hardware. No other demo stuck in my mine as being impossible to convert from alpha hardware or anything like that.

It's just the sheer scale of Killzone 2 and the fact it's so damn flawless in it's execution.. that's what I compeletely disbelieve here.

Quote: "I doubt that exact scene will be in the game though, as they obviously created it for E3, much like Bungie did with their E3 scene of Halo 2 just two years ago."


not seen that... Halo 2 looked very weak whenever I saw it.

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