Just wanted to clarify that 'Timesplitters' was made by 'Free Radical'. Crytek purchased them several years after.
It takes less time to type "John Carter imdb" into Google and find the answer than it would to type your question out, let alone wait for a response.
The only thing you'll wake people up to, if anything, is how important grammar and punctuation really are.
Yeah, in their game with the implementation they wanted to use.
I mean, c'mon!... Of course it can be done on the Ps3. It just depends on the implementation and the effect quality.
@stevehyphen
Hmmm... Yeah, I'll concede that I semantically messed up my point back there. Shame on me.
I'll try again...
GDDR5 is a physical technology; x86 is not.
With GDDR5 we have a physical design and spec for it's operation. I'm talking electronic components, voltages, bus frequency, dram cell configurations, io buffer, and so on and so forth.
x86 and other ISAs, though, are related to ...
x86 is an instruction set design, not a particular technology.
Nope, the main DICE studio in Stockholm is doing it.
"... the main game, Battlefront, is being built in Sweden..."
http://www.eurogamer.net/ar...
Hmm... game developers or game publishers? Big difference, no?
Isn't it Epic's new IP, 'Fortnight'?
This is great news for the future of Oculus and potential the industry on the whole.
Pioneering new technology is something Carmack has a proven record of accomplishing, so something like this can only be a good thing for the future of the industry and for VR.
They aren't knocking the PS4 though.
They are talking about the need to increase the parallelism of their engine (namely the game-play layer) to optimize for the PS4's AMD APU with a greater number of lower speed cores as opposed to the fewer higher speed cores. It's a software thing they are having an issue with, not hardware.
Wait... What?!
Are you thinking of hardware multi-threading/SMT here instead of software multi-threading?
There seems to be confusion creeping out here with people mentioning unrelated things.
The dev is specifically talking about their 'game-play' code rather than the multi-threaded capabilities of the engine on the whole. The game-play code can be one of the hardest parts to piece out into schedule-able tasks.
A simplified example may be how we can have a massive number of different components that contribute to the game-play simulation in some way. The...
"7 year old pile of shit"
You need to realise that just because a dev is using the same engine in name as they were 7 years ago doesn't mean the code-base has remained unchanged in all that time. This applies to most engines.
"Learn what you're talking about man".
It really doesn't take more than a minute on the net for any layperson to learn that Havok is a physics middleware, as Wintersun616 said, and that Naughty Dog use their own in-house proprietary engine.
Don't slam others when you, yourself, clearly have no understanding of software development and game development.
Most games will keep data used by high perf systems contiguous together based on the clearly defined transforms that occur within the engine, and things like pre-caching can be used to help alleviate latency issues. This, along with the reduction in cache misses from knowing how the data is used, and understanding the hardware, should allow stalls to be kept to a minimum.
Mobile Kepler is rated at 2-3 watts. The original 8800gtx that they compare it to was rated at around 160 watts. Not bad in my eyes.
The primary difference comes about from the abstraction penalty we find with graphics apis on a PC versus the specialized apis we find on the consoles due to their fixed-hardware. For example, our current consoles are capable of pushing out 2-3x the number of draw calls than would be possible in a similar PC counterpart. "Poor code" doesn't really come into it.
I don't know if it helps, but the CryEngine SDK has support for voxel editting and such. Not sure how versatile it is though.
How is he a "fraud"?