Unreal Creator Proclaims PCs are Not For Gaming 705
An anonymous reader writes "TG Daily is running an interesting interview with EPIC founder and Unreal creator Tim Sweeney. Sweeney is anyway very clear about his views on the gaming industry, but it is surprising how sharply he criticizes the PC industry for transforming the PC into a useless gaming machine. He's especially unhappy with Intel, which he says has integrated graphics chipsets that 'just don't work'."
Stability? Price? Gameplay? (Score:1, Interesting)
How often does a game console crash? PC?
For me being able to care for my own system is important also. If it breaks I like being able to choose if I upgrade or replace. Being in control is important that's why I like Gentoo.
Price?
From my research to get a console, which only plays games. It would cost me 300+ $ (American) to buy new.
To buy a PC which does more then just play games. It would cost me 500+ to buy new. (A bit more then basic) I built my own power gameing system for 1500$.
Gameplay?
For me I learned games on the PC I know the mouse/keyboard Human Interface Device (HID). I've not played many console game systems, I know they have custom controllers for the HID. The only console I tried that was intuitive to me in the least was the WII.
PC's have more buttons and button combinations. Plus they come with full keyboard, note: consoles now can have keyboards also.
Re:I'm not worried, because... (Score:5, Interesting)
Re:TFA Clarification (Score:2, Interesting)
Re:I'm not worried, because... (Score:5, Interesting)
Re:TFA Clarification (Score:4, Interesting)
He also doesn't consider reality:
He also makes this odd statement regarding Intel's integrated graphics:
By the way, gamers:
Re:for those 1337 3D games (Score:-1, Interesting)
Example: I have a 360. I also have a Alienware notebook with a NVIDIA 8600 and dual-core 2.5ghz cpu. I know the GPU throughput on my video card is allot more than the 360 and more than the PS3.
You're way off the mark (Score:5, Interesting)
So yeah, the guy's right, Intel's graphics adaptors are terrible. I don't know about the X3xxx series, they're supposed to be much better, but I wouldn't count on it.
* OH FOR FUCK'S SAKE
Re:Stability? Price? Gameplay? (Score:3, Interesting)
People have also made arguments that FPS is better on the PC (you can get higher frame rates and some prefer the mouse + keyboard combo). The same could be said for MMOs. (I think they've managed to successfully simplify most RPGs on consoles; however, an MMO where timing and networking are important still feels better on a PC. I think the number of MMOs on console vs. on PC shows the industry believes this as well.)
At the same time, there are games where simplified control allows the console to strive. I think this is why most sports titles are better sold on consoles then the PC. Platform games also feel more natural on the console. Granted, these can be made to work on PCs with the help of additional game controllers; however, this is another piece of clutter for a desk.
In the end, I think both PC and consoles have their place in the gaming world. I own a PC for gaming (mostly FPS and Lord of the Rings: Online), and I own a console (the Wii) for various game types.
Re:I'm not worried, because... (Score:1, Interesting)
I finished Resistance: Fall of man on my ps3 last month. Absolutely brilliant game. Ok, so the controller was a bit clumsy, but did that stop me having fun? No. It also enabled me to play the game slouched on a sofa, rather than sitting bolt upright at a PC desk with a bottle of mountain dew and a half eaten pizza for sustenance.
"The PC players absolutely curb stomped the dreamcast players until they were drowning in the blood pouring out their eyes"
Well done. Give yourself a pat on the back, and slurp some more of that mountain dew.
The PC is fundamentally flawed by inconsistent drivers, latency, incompatibility, and simply by being a moving target. How fast is a PC? What graphics chipset does a PC have? A developer has to make the game tweakable, so that it works on everyone's PC and the people with the lithium-cooled turbofan graphics card can stop moaning that it doesn't play at 15241x19841 in 64 bit colour. Alternately, they could just focus it and optimise it for the same graphics chip everywhere and get the absolute best out of it.
Last Ninja 2 on my C64 was a far better game than daikatana, running on a far more powerful machine. Go figure.
Re:Judging from the recent Unreal sales numbers (Score:5, Interesting)
The problem is that they failed on many points:
1. They shouldn't have released an unfinished games to meet seasonal sales, because in the end they missed much more than just christmas 07 - they made people ignore the game altogether.
2. When you release a primarily multiplayer game with the idea that it's third parties who'll host most of the servers, you have dedicated linus server binary available on the release day. On release day people had to host servers on windows with a retail CD in the drive for fuck's sake.
3. When you release a successor to ut2004 that had tons of maps and mostly the same gameplay and game mechanics (minus the bugs and unfinished features of ut3 like spectating), don't expect people to upgrade just for the visuals - especially since ut2004 can run so well on today's machines.
4. And they should have listened to complains and answered them on their forums instead of deleting any post suggesting ut3 is far from a perfect game in the hope that other potential buyers wouldn't otherwise find out (how stupid can those PR fucks be?). That or just don't have forums at all.
Re:Judging from the recent Unreal sales numbers (Score:4, Interesting)
CPU - $90
Motherboard - $140
2 gigs RAM - $80
Graphics card - $160
HD - $120
Grand total? $590. Considering I built this system almost a year ago now, it's safe to say that you could purchase the same components for under $500 today. 5 years ago I couldn't have even bought a basic system for under $1200, let alone one capable of running the most recent games!
Re:You're way off the mark (Score:5, Interesting)
A Geforce 6600 will still run new Unreal Engine games with the graphics turned down to medium. A 5900 will run them on low (I think, anyway.. they might be missing a few extensions needed). That's hardware from several years ago.
An intel integrated graphics card still can't run Quake 3 well.
He's saying we need to get into that 10x range from low to high, not that everyone needs an 8800. When the average new product gets trounced by a low-end standalone card from four years ago... how are you supposed to develop games for the platform?
Re:I'm not worried, because... (Score:5, Interesting)
All your other points are well taken, though. It does take some thinking ahead to make a PC that is silent (as in the hard disk being the loudest component), and suited for gaming at the same time. And it doesn't end with the hardware, you also have to know how to choose the right settings for each game.
Re:I'm not worried, because... (Score:3, Interesting)
Resistance: Fall of Man on the PS3 is a great example at 720p, Warhawk (a 3rd person shooter) is a very fun example at 1080p (but has auto-aim by default). In fact in some cases the ability to aim rapidly in traditional FPS style is completely taken away like in the Resident Evil series where you have to stand still to shoot and have a limited aim speed when doing so just to add to the horror.
As for relating to this article, Unreal plays very well on a PS3 (can't say I've tried on a 360, so I'm not comparing) and although many two-joystick users suck at aiming, that doesn't make it impossible nor unacceptable. Its just a new skill to acquire and IMHO the only downfall is in needing another finger for weapon switching (which Resistance: Fall of Man assigns to R2 so you don't have to take your thumbs off the sticks).
In the future, feel free to stick up for your platform's superiority, but the FUD smells bad.
PC as the future's TV (Score:3, Interesting)
What do you need to use a console? Televisions.
When everybody has a computer at home, wouldn't it be natural for consoles to connect to the computer and use it's display? Wouldn't it also follow that, having connected to the computer you could also use it's peripherals?
At the same time, aren't graphic cards concentrating more and more of the power needed to run a modern game?
So, on one side we'll have consoles that lack display (as now) but also controls and sound, and graphic cards concentrating almost all the power to run a cutting edge game.
What differentiates those two pieces of hardware?
An opposing viewpoint... (Score:4, Interesting)
Here is an opposing viewpoint [gamasutra.com] from Doug Lombardi.
I tend to agree that PC gaming is not going away. PC game programming definitely has it's challenges. The console programmer is programming for known hardware so he can optimize much more easily than a PC game programmer who has to deal with unknown graphics capabilities, cpu speed, memory size, monitor resolution, etc. Good graphics APIs help, but do not take the problem away. OTOH, once you have programmed for this variability, you have a more portable game. When I buy a new PC, I don't mind paying a few hundred more for discrete graphics card (I don't buy consoles anyway), and I enjoy loading all my old games onto it and knowing they'll (usually) still work. Sometimes I even find that some group has created a modified version of the game that improves the experience on faster hardware (like open GL versions of doom or descent). Also, user created content (maps, characters, campaigns, etc) is an area where PC games outshine their console counterparts.
Re:Who's fault is this? (Score:5, Interesting)
Re:I'm not worried, because... (Score:2, Interesting)
Re:I'm not worried, because... (Score:3, Interesting)
I've been coding for years. My primary development platform is Linux, which as you know supports dozens of CPU architectures. How many changes do I have to make in order to compile on a differing architecture? Chances are, not a single one. If there is a change that needs to be made it's with the build scripts most of the time, only very rarely does the code itself need to be touched. I can take this same code and compile it on Mac OS X, creating a Universal Binary supporting both PowerPC and x86 at the same time with the same minimal effort. I can install MinGW/MSYS on a Windows box and do the same damn thing there.
It's not a difficult task. You don't even have to give a damn about the differing APIs among them because of the various freely available abstraction libraries. Satisfying the LGPL with regard to a commercial game is as simple as including the tarballs of the LGPL libraries you used on the disc, it's not rocket science. Satisfying many licenses that these libraries fall under is as simple as putting a line in a credits file somewhere. If a game developer chooses not to use cross platform technologies, it's their choice, but that doesn't change the fact of cross platform development being a trivial task.
You are completely off base.