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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

Seeing as the Samsung 'Gear VR' exists because of collaboration with Oculus/Facebook, I suppose you'll have to drop that one as an option too?

An alternative action might be to throw subjectivity to the wind and instead decide by objectively weighing up either product's price, quality, support, etc., come release date. You'd have more to gain and less to lose doing it this way, no?

4188d ago 4 agree1 disagreeView comment

It's worth remembering that most game/engine binaries will rarely weigh in at more than a few tens of MB, even with dynamic libraries. Most of the patch size will be asset changes and not code, and even then it may only be a small modification that unfortunately requires large amounts of unmodified data be re-downloaded.

Most game assets are compiled into binary formats optimized for use at run-time. On top of this the compiled assets will often be packaged into larger pa...

4195d ago 7 agree2 disagreeView comment

I was looking forward to being impressed, but instead you bragged about a generic PC... everyone knows what one of those looks like!

At the very least make sure what you're bragging about is awe-inspiring next time. The 'Murderbox' customs come to mind:

http://mbxforma.com/galleri...

Misplaced brag or not, at least you may get away with impressing a few people with your...

4195d ago 2 agree3 disagreeView comment

Just watch the 'Build 2014' presentation (where Wardell's 'versus' pics came from) if you want an objective look at what the D3D12 API's intentions and potential boons are. There's no need to rely on the he-said-she-said route then.

http://channel9.msdn.com/Ev...

4199d ago 3 agree0 disagreeView comment

The 'BAFTA Games Awards' somewhat fits the bill there, though it's a fairly small ceremony because of it. It's still fairly prestigious none-the-less, and a shame we don't have more like it.

4207d ago 2 agree0 disagreeView comment

Why do game award shows tend so far towards 'casual'? It's always seems overly-oriented to the public and advertisements rather than the recognition of the years of hard work industry professionals have often put in. I've always considered the 'BAFTA Game Awards' to be a much classier affair that treats the devs with some hopefully much deserved glitz and glamor. It's subjective matter of course, so there we go I suppose.

4210d ago 0 agree0 disagreeView comment

Edit:- Made a blunder :P

* although games focus more on accurate reflectance than transmission,

4211d ago 3 agree0 disagreeView comment

Those are two orthogonal things to each other.

Dynamic lighting typically refers to full shading and lighting of the scene in real-time, with minimal pre-computation. The contrast to that is static lighting, whereby offline processing of the scene is carried out to help reduce the real-time burden, and even has the potential for improving apparent quality far beyond what may be possible at real-time (e.g. ray traced light maps providing extremely high quality occlusion and sh...

4211d ago 9 agree0 disagreeView comment

- "Attacking the massively larger group of people with beliefs that differ from yours"

Your belief doesn't differ to my "belief", because my "belief" isn't a belief!

I don't know where you're from, but your la-di-da 'statistic' certainly isn't representative of most of the developed world. Furthermore, you'll find that this only improves over time. That's what critical thinking does!
...

4212d ago 3 agree0 disagreeView comment

- "Please stop pushing your homosexual agenda"

- "I just don't approve of it. Get over it."

I'm more inclined to say it's you that needs to "get over it". You're the one discriminating based on sexual orientation after all.

It's not a subjective matter. There's no grey area between right and wrong here - you're just wrong. That's not even in a moralistic or ethical sense either; it...

4212d ago 2 agree0 disagreeView comment

In terms of flops the Cell BE is more powerful. The key thing is what 'Ps4andxb1' correctly mentioned: "for gaming".

Something that's more 'powerful' on paper mean nothing if it's used in the wrong environment. Most of the Cell's flop performance can be attributed to the SPEs - high speed stream processors not unlike modern day GPGPU Compute both in design and application, thus making them incomparable when considering generalized CPU use...

4214d ago 0 agree0 disagreeView comment

PersonMan's example is based on the usage of vertical sync, where we synchronize frame output with the monitor's native refresh rate. That 43fps you mentioned may be the internal frame-rate the engine can achieve, but how we see that on the monitor can vary so another scenario worth exploring is one without vsync.

With vsync enabled, if the current rendering frame isn't complete in time for the next monitor refresh the previously completed frame has to be re-used ...

4214d ago 0 agree0 disagreeView comment

Edit: Moved my comment further down.

4214d ago 0 agree0 disagreeView comment

"It's a dated engine because it was created for AC3 and last gen hardware. It was created before the current gen architectures were realized. The PS3 had a strong CPU where as current hardware is all about GPGPU.

That's why Black Flag is only 900p on Xbox One despite it being a last gen game. This engine needs to be rewritten from scratch with GPGPU at it's core."

You do realize that GPGPU compute was utilized with Black Flag, right? GPG...

4221d ago 0 agree1 disagreeView comment

"Yes, but the GPU can do work of the CPU, in which allowing more GPU for speed while lessening the graphics."

Not all work is suited to gpgpu parallelism though. Unless we have a problem that's highly scalable with considered data accesses and control flow, gpgpu offloading isn't a good call. There's still a lot of code in game engines that just isn't suitable for gpgpu as we have it today.

4222d ago 14 agree1 disagreeView comment

@Nitus10,

"Since the code is proprietary I doubt anyone other than the developers have seen the code"

The question was rhetorical: designed to highlight obvious, fallacious thinking without needing to say anything further. Overly ambitious on this site it would seem.

I'm not disputing there are bugs and optimization issues. The point is we don't know what's causing the issues, so swinging this to suggest that it's be...

4222d ago 1 agree1 disagreeView comment

Your premise being that the engine is "outdated" is a factor. I posit that you're literally pulling stuff out of thin air, because you don't work with it. Why on Earth should a engine built through incremental modification inherently end up different to one built from scratch? Why does working with a modified engine make it "outdated"? Things like time, cost, and code maintenance may hinder the effort, yes, but they are only limitations, not a brick wall.
...

4222d ago 0 agree1 disagreeView comment

Oh, you've seen the code have you? I'm curious, exactly what about it isn't optimized?

4223d ago 1 agree2 disagreeView comment

Maybe, but at least we know there won't be a publisher getting in the way of the process, and that most of the $60m+ funding will go on development instead of being laid down for an unnecessary marketing campaign. There are still several years of development left, with most of the broader ideas cemented well in advance (judging by their site articles and the vids on their youtube channel), so they're not just sticking new things in that aren't already in the pipeline.

4226d ago 1 agree0 disagreeView comment

Crytek gets the CryEngine up and running on different platforms regardless of games they have in the pipeline. It's so that they can get licensees and devs using their engine. Sean Tracy was part of the engine licensing at Crytek for years (up until a few months ago when he joined Cloud Imperium that is), which is why he's clued up on the PS4 support of the engine.

4226d ago 0 agree0 disagreeView comment