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C++ & ASM dev. Lover of cache hits. Loather of pipeline stalls. Data-oriented design loon!

Anonagrog

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CRank: 5Score: 34520

How is he a "fraud"?

4668d ago 0 agree0 disagreeView comment

Just wanted to clarify that 'Timesplitters' was made by 'Free Radical'. Crytek purchased them several years after.

4680d ago 5 agree0 disagreeView comment

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.

4684d ago 0 agree0 disagreeView comment

The only thing you'll wake people up to, if anything, is how important grammar and punctuation really are.

4687d ago 0 agree0 disagreeView comment

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.

4687d ago 0 agree0 disagreeView comment

@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 ...

4688d ago 1 agree0 disagreeView comment

x86 is an instruction set design, not a particular technology.

4689d ago 1 agree5 disagreeView comment

Nope, the main DICE studio in Stockholm is doing it.

"... the main game, Battlefront, is being built in Sweden..."

http://www.eurogamer.net/ar...

4690d ago 1 agree0 disagreeView comment

Hmm... game developers or game publishers? Big difference, no?

4691d ago 0 agree0 disagreeView comment

Isn't it Epic's new IP, 'Fortnight'?

4694d ago 0 agree0 disagreeView comment

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.

4694d ago 0 agree0 disagreeView comment

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.

4695d ago 0 agree0 disagreeView comment

Wait... What?!

Are you thinking of hardware multi-threading/SMT here instead of software multi-threading?

4695d ago 1 agree0 disagreeView comment

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...

4696d ago 0 agree2 disagreeView comment

"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.

4697d ago 4 agree0 disagreeView comment

"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.

4705d ago 11 agree0 disagreeView comment

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.

4706d ago 0 agree0 disagreeView comment

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.

4708d ago 1 agree0 disagreeView comment

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.

4708d ago 2 agree1 disagreeView comment

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.

4708d ago 0 agree0 disagreeView comment