More On PS3 and Xbox 2 541
News for nerds writes "The BBC has news about the next-generation game consoles, with comments from various third parties. According to Rory Armes, studio general manager of EA in Europe, they have already received the development kits from Microsoft, but not yet from Sony and Nintendo. He assumes Sony's PlayStation 3 will have a little more under the hood and be more cost-efficient than Microsoft's Xbox 2. Gerhard Florin, head of EA in Europe, remarks 'PS3 will provide graphics indistinguishable from movies.' Spider-Man 2 or Toy Story 2, that's the problem."
iGame (Score:5, Insightful)
The article mentioned that "Microsoft is obviously a software company first and foremost, while Sony has more experience in hardware", so what then, can a software/hardware company like Apple do?
Watch Nintendo, not Apple (Score:3, Interesting)
Would it be too much to speculate that Apple can easily come out with a iGame console similarly sized like a Mac Mini?
Last time Apple tried to make a game console, the result was the Pippin. It flopped. But by the time the Nintendo Revolution comes out, we'll probably have a half-height GameCube SP to match Sony's new thin PS2.
Re:Watch Nintendo, not Apple (Score:5, Interesting)
Let us not speak of the Pippin any further.
If a critical mass of Mac mini systems end up in TV rooms across America, a few game developpers will probably gravitate towards exploiting that market, and Apple may find themselves selling a popular game console entirely by accident.
Re:Watch Nintendo, not Apple (Score:4, Informative)
Macs have been notorious for having the smallest selection of crappiest games. The only decent ones are games that are ported from PC.
I'll give you that the selection of games on the Mac is not wonderful, but you're a little off here. There have been a number of great games that started on the Mac and then moved to the PC, or in some cases never did.
Wolfenstein 3d was a mac game before there was a Windows port, and one of the first FPS games, it ruled at the time. The Marathon series were some of the best FPS ever made and were the predecessors to Halo. Marathon 2 had voice chat with your team (and teams for that matter) ages before any PC game. The plots were also way, way better than any current FPS that I have played. I know people who installed mac emulators just to play Realmz which was a RPG that let the user create their own campaigns. How about Myth? It was at one time mac only and the most popular game ever sold (overtaken by the sims). Escape Velocity is a simple, but very fun space shoot em up that was on the mac for years before a pc port arrived. I'm sure there are plenty more.
The Mac is not the best gaming platform in the world, but most of the good titles make it to the Mac and it has some gems all it's own. Characterizing the games as crappy is way off base.
Re:Watch Nintendo, not Apple (Score:5, Informative)
Re:Watch Nintendo, not Apple (Score:2)
Re:iGame (Score:2)
Re:iGame (Score:5, Funny)
Re:iGame (Score:2, Insightful)
Sure, they COULD. But I don't think they will, because Apple has thus far shown less then zero interest in moving into the entertainment market. They are still strictly a home computer and portable music company.
The fact that they've had mixed success in getting third parties to produce even desktop software for their machines does not bode well for their ability to attract game develop
Re:iGame (Score:3, Interesting)
The fact that they've had mixed success in getting third parties to produce even desktop software for their machines does not bode well for their ability to attract game developers to the platform, either.
Actually, developers are all about OS X. Heck I am sitting two offices away from some people developing Windows only software, that they are developing on powerbooks. I mean have you seen how much freeware/shareware there is for OS X? People love to develop on OS X. Businessmen on the other hand, are
Re:iGame (Score:5, Informative)
I rarely do this on Slashdot, but I'm calling pure BULLSHIT on this one.
The interactive documentation built into Xcode is a pure delight. Double-click on a Cocoa/Carbon/QuickTime/Java method or function call and you get an instant lookup to extremely comprehensive documentation.
Every method in the class, full description of all params, cross-referencing to related methods, historical notes on version compatibility.
As to its highly organized and fully up to date web site documentation: Apple *uses* Google for its web site searches. It is fast and efficient.
Google does index Apple dev. I've many times found links to just the right posting in an Apple hosted Cocoa/Carbon/OpenGL mailing list or other article simply by entering the function name in the Google search box.
In short, you simply don't know what you are talking about. Maybe you're just innocently ignorant, but I really don't know what people like you gain from contributing such misinformation. You've made at least one Mac OS X developer mighty annoyed at the fiction you're trying to spread.
The fact that you've been moderated +5 Interesting shows that the people who have mod points today are as clueless as you. Don't think I'll bother to read any more of /. today.
Re:iGame (Score:4, Informative)
Off topic and and only tangentially related, consider the excellent ps-one emulators available for the Mac.
Re:iGame (Score:3, Interesting)
Would it be too much to speculate that Apple can easily come out with a iGame console similarly sized like a Mac Mini?
I'd much rather see them partner with an established console maker. The key to a successful console is the games. You need a lot of them. You need a few really good ones. You need at least one excellent, exclusive title. This would be really hard for Apple to swing all at once.
I'd like to see them partner with Nintendo or Sony to release a built in gaming environment and compatible
Re:iGame (Score:3, Informative)
Re:iGame (Score:3, Funny)
great, now we're gonna hear jokes about the game controller having only 1 button.
Re:iGame (Score:2)
Re:iGame (Score:5, Insightful)
Re:iGame (Score:3, Insightful)
Re:iGame (Score:2, Funny)
A pink console.
Comment removed (Score:5, Insightful)
Re:iGame (Score:5, Insightful)
The big problem would be to find a market segment: The other three have the market divided between them (Nintendo for children and adults, Sony for teens (and some adults) and Microsoft for people who like to watch tits in DOA XXX Beach Volleyball). Not many more niches left.
Re:iGame (Score:2)
-Em
i remember... (Score:5, Insightful)
Re:i remember... (Score:4, Interesting)
Re:i remember... (Score:2)
Re:i remember... (Score:3, Insightful)
Re:i remember... (Score:5, Interesting)
Case in point. Read this time article from before PS2 came out:
http://www.time.com/time/asia/magazine/2000/0320/j apan.sony.html [time.com]
Don't believe it till you are holding it in your hands.
Re:i remember... (Score:2)
Re:i remember... (Score:5, Informative)
Sony and M$ are the liars.
http://www.segatech.com/gamecube/overview/
Re:i remember... (Score:5, Insightful)
In a movie you have a fixed set of camera angles and actions to be performed, if you could throw all your polygons, artists and CPU power to render those, you would get results close enough to the movie. However in a game you end up having neither a fixed camera angle, nor fixed actions, most stuff is up to the player. You just don't have enough artists to tweak each and every situation. One time the player might have a bazooker, next time a MG and next time he might want to crash into the dino with his jeep. So since you can't prescript all actions you have to let a physic engine and AI handle it, which in turn burns down valueable CPU, which you no longer can use for pushing polys around, in addition to that you no longer have an artists involved who can fine tune the stuff that happens on screen, so you might run into clipping errors or silly looking situations.
Overall it is simply impossible to get an interactive situation look as good as a movie, even if you have all the CPU power you need at hand you still lack the artists for the fine tuning and often have zero control over the camera angle.
Beside from that we already are in a situation where yesterdays cutscenes are tomorrows gameplay scenes, yet, most gameplay looks for more borring then the cutscenes we saw before.
Re:i remember... (Score:3, Insightful)
Not true. The big difference is not in the interactivity, but rather in the realtime rendering.
A movie such as Jurrasic Park is made by putting the scene into a 'render farm,' a series of dozens if not hundreds of computers. Each computer not only works on a single frame, but more often than not works on a single element in each frame: color, speculari
Re:i remember... (Score:3, Informative)
Quick Summary: (Score:5, Insightful)
Re:Quick Summary: (Score:2, Insightful)
'cause if you have, lemme know.
Movie animation (Score:5, Insightful)
Re:Movie animation (Score:4, Interesting)
Re:Movie animation (Score:2)
4000dpi on a 100 foot (diagonal) screen? Are you making movies about fractals?
Re:Movie animation (Score:2)
I don't understand why projecting something on a larger screen would require a higher DPI. In fact, because the audience is farther from the screen, it would be precisely the opposite (i.e. individual pixels implicitly look small, simply because they are far away).
Furthermore, digital cinema simply does not use a resolution far beyond that of modern PC video. Doing a quick Google search for "digital cinema resolution", I ended up at a little blurb [howstuffworks.com] which menti
Re:Movie animation (Score:3, Informative)
What really differentiates PC/console graphics and render-farm graphics is in the physics engine. The article mentions this as well. The reason Pixar films look so great is because they have very detailed physics models that do a lot of particle interactions--ruffled clothing, waving hair, splashing water, etc.
Re:Movie animation (Score:3, Informative)
Re:Movie animation (Score:2)
Re:Movie animation (Score:2)
I thought Doom 3 looked as good as some animated movies. Part of how it's pulled off is spending hours rendering the lighting for everything before it's put in the game. Disadvantage is that more stuff is static and you can't destroy, say, every wall in the game. Also Doom 3 has little quirks like monsters don't cast shadows on one another, if too many lights fall on the
Re:Movie animation (Score:3, Funny)
Re:Nope (Score:2)
The only question needs an explanation not a yes or no.
Also the link to your other post ezplains nothing. Are you saying the cell is powerful enough to render spiderman quality graphics in real time?
The PS2 was supposed to allow 3,000,000 polygons/sec . Even developers were tricked into thinking it was more then it was (the Metal Gear guy in an interview said they had a lot less options then he wanted, but it could have been learning curve, because I don't know if he still was disapointed in
Re:Nope (Score:2)
Just to compare: Sega promised 3 million polygons per second, but the Dreamcast could actually do more than that. Melbourne House (Infogrames' aussie studio) claims to have achieved 5 million polygons per second with "Test Drive Le Mans".
But still nothing on Nintendo... (Score:5, Insightful)
And anybody else upset that Microsoft wants to rush the next next generation? I still don't think this generation has been tapped out yet in terms of graphics and gameplay potential (maybe I'm just a bit bitter cuz I bought an Xbox last week
Re:But still nothing on Nintendo... (Score:3, Interesting)
As for Microsoft, they may be trying to push forward a *little* bit early, but console history shows it's about time to introduce the new generation for early adopters.
Don't worry about your XBox though, people still
Re:But still nothing on Nintendo... (Score:3, Interesting)
Its simple (Score:5, Informative)
And for a little perspective on rushing things... The GBA and Xbox both came out in 2001. The NDS is already out. Nintendo is the one complaining about the pace of the console cycle. This does not make sense. I'm just saying.
Re:But still nothing on Nintendo... (Score:3, Insightful)
In that respect, it's a lot like Apple. Actually...
Both companies do very well with their portable products, even above and beyond their non-mobile ones. Both companies enjoy zealous followings, and suffer some zealous detractors. Both companies are often featured in articles with the word "beleaguered" or synonyms thereof.
Is Shigeru Miyamoto Steve Jobs in disguise? We've never seen them both at t
Nintendo is almost irrelavent except for portables (Score:3, Interesting)
Finally, on the same level as the PC, for now. (Score:4, Insightful)
"Graphics on PC games such as Half Life 2 will be capable on the new consoles"
In another 6 months, PC's will have moved on yet again to the next generation GPU's, leaving these things behind once more.
Re:Finally, on the same level as the PC, for now. (Score:2)
Re:Finally, on the same level as the PC, for now. (Score:4, Insightful)
Re:Finally, on the same level as the PC, for now. (Score:2)
Re:Finally, on the same level as the PC, for now. (Score:2)
Physics? (Score:5, Interesting)
Re:Physics? (Score:5, Insightful)
Think Half Life 2, but with objects being more realistic in reaction (all those crates acted like they were hollow and made of balsa wood... which, if you break them open, you discover they are!).
Consider a complex problem of an urban combat situation ala Black Hawk Down, but lets even make it more complex: a helicopter taking a hit to the tail, going into a destabilized spin, slamming at an angle against a building and sliding along, tearing things up as it goes.
These days, the results would be: the helicopter takes the hit, which blows it up, and the dead husk falls to the ground, maybe with some forward velocity retained. The building would likely be unharmed.
Ragdoll these days tend to look like dolls made of rubber. GOOD calculations are very CPU expensive, and multiple iterations are as well, so as few iterations of very fast low resolution calculations are used in physics these days to leave CPU time for other things, such as AI logic.
Re:Physics? (Score:2)
Physics is mostly "local interaction." You drop a pen, it falls on the ground underneat it. Wind moves around. Hair is connected to a nearby head.
With the exception of missiles flying across the world at super-high speed, which can gum things up, it's local interaction.
Since it's local interaction, it's highly parallelizable. Just like graphics rendering.
Th
Re:Physics? (Score:2)
Imagine a game world where any object can be moved, pushed, pulled, rolled, or thrown. Each object has a specified weight and buoyancy. The typical example of this is that an empty barrel may float when pushed into the water, but if you start throwing rocks into it, it begins to sink.
Though it may not sound like it, advanced physics engines in games are more than ju
Re:Physics? (Score:2)
Re:Physics? (Score:2)
Blurring the lines between cut scenes and gaming. (Score:5, Insightful)
Well not really. But I'd feel like I missed something whipping around on the warthog.
This can only be more true with movie like games.
Blurring the lines between cut scenes and gaming. Can't wait! Although I'll probably be too distracted to actually finish my objective
Re:Blurring the lines between cut scenes and gamin (Score:5, Funny)
-Agent Smith
Every system says that (Score:5, Insightful)
Re:Every system says that (Score:4, Informative)
for the last couple generations (which is when consoles went fully 3D) at the launch of a console, the games looked better than pc games. It took pcs a couple of years to catch up.
The thing is, consoles used low resolutions. 320*240 to 512*384 mostly. Even now, only a few games support 640*480. Compare this to pcs where the expected resolution is 1024x768 to 1600x1200 and you can see that consoles have been "cheating" all along.
They got away with it because TVs weren't capable of greater resolutions and the native interpolation made things look smoother (blurrier, but smoother).
With the advent of HDTVs, next-gen offerings will all have to support HDTV which means a significantly increased strain on the console engines. Will this mean PCs will catch up quicker? We'll see...
Re:Every system says that (Score:2)
Re:Every system says that (Score:2)
Well, that would assume everything [blachford.info] that was said about cell processors here [slashdot.org] was also untrue.
If what was forwarded in that article was even half true, I don't know that real time redering would be that far off.
Re:Every system says that (Score:4, Informative)
Heh. Looking at your first link, I think you should consider the source a little bit. This is the same guy who believes he knows how to counteract gravity [blachford.info] and travel faster than light [blachford.info]. So if it's all the same to you, I'll consider his "analysis" of the cell processor with a large dose of salt.
Re:Every system says that (Score:3, Informative)
The PS2 was supposed to be a mindblowing revolution in hardware design too as I recall. The chances that the Cell processor is actually a disruptive technology seem very small at the mo
Porn industry better have devel kits! (Score:3, Funny)
"We want to increase that level of immersion and realism in gaming to people can lose themselves in a game."
Microsoft has apparently delivered devel kits to some of the game makers but Sony has not. I really hope that with these "real-world physics" and "more immersion" that the Adult Industry has development kits from all parties RIGHT NOW.
deja vu? (Score:2)
Didn't they say nearly the same thing about the PS2 in the months leading up to its release?
Wash, rinse, repeat. (Score:2)
That's what they said about the PS2; movie-level graphics.
The Emotion Engine, they said, could render very subtle faces, expressions, emotions.
Well, go take a look at, say, Final Fantasy X. Yes, the faces are very nice. But the belt on the guy? It's a damn texture. Floor length hair? It's four solid bars joined end-to-end. Nasty, nasty stuff.
Lalah! (Score:4, Insightful)
Tell me when we're seeing Virtual reality, because untill then "inovation" is a word Microsoft like to throw infront of their patents.
Re:Lalah! (Score:4, Insightful)
I think that's a little unfair to Nintendo. Mario sunshine was a very different game from all previous marios, not different to the level of others but a signifigant difference. Metroid went from platformer to first person and Zelda was cell shaded and set at sea. I mean, a Zelda that involves a ton of sailing? Then there's Pikmin. I mean, if that is more of the same to you, then you need a new interface, not a different game.
Maybe xbox, maybe PS3. But I'll eagerly await anything that comes out of Nintendo.
Re:Lalah! (Score:2)
Great news for PS2 owners (Score:4, Interesting)
Yep, this comment sums it up... (Score:5, Insightful)
PS3 will provide graphics indistinguishable from.. (Score:5, Funny)
Yes. I've talked to people at EA. They really have no clue what it takes to get a movie made. When it takes 100 CPU hours to render a typical frame (not unusual) and hours of work by human compositors to achieve subtle 2D effects for which no algorithms as yet exist (such as touching up the lighting because what is aesthetically pleasing isn't geometrically correct) I wonder how they're going to do this stuff at 60fps even if the hardware renders 1000 times faster than is possible on the current crop of PCs.
On the other hand, if by movies they mean the likes of Episode II then Half Life 2 is already better.
Re:PS3 will provide graphics indistinguishable fro (Score:2, Interesting)
This is the second thread today that is a direct throwback to The Wizard.
Realism? (Score:5, Insightful)
Re:Realism? (Score:2)
I'm not the world's most experienced gamer, but I'd have to respectfully disagree. From what I've seen a lot more innovation can go into the actual "storytelling" of the game. The article says it best towards the end:
Re:Realism? (Score:3, Informative)
Nintendo (that is, Nintendo of America, the corporation) didn't give us the Power Glove. It was designed by Abrams Gentile Entertainment, Inc., and developed and marketed by Mattel.
WHat about innovation on the PS2? (Score:3, Insightful)
I would say these are far better examples of innovation, becuase they hve both been wildly successful (something like over 10 million EyeToys sold now!) unlike the examples you provided.
Microsoft has not done much, but even there one comapny had a very cool full custom control for a mech game (that really was more
Re:Realism? (Score:2)
Re:And in between? (Score:4, Insightful)
Hell Sony has been leaning on Nintendo's old SNES controller design for a decade now, only adding rumble and analog sticks after Nintendo introduces them.
Say what you want about Nintendo, but without their constant effort, console gaming would not be anything close to what it is today.
Maybe, just maybe, the poster was picking out three simple examples, and not attempting to be exhaustive. An illustrative sample if you will.
Yeah, right,?? (Score:5, Interesting)
Like the Emotion Engine! (Score:2, Funny)
What I wnat to know is... (Score:5, Interesting)
It's definately rendered - but from what?
http://newsimg.bbc.co.uk/media/images/40753000/jp
Re:What I wnat to know is... (Score:4, Informative)
Re:What I wnat to know is... (Score:3, Interesting)
From the Febuary issue of XBN magazine (the last one):
Speaking in December at a Financial Conference, Electronics Arts Cheif Financial Officer Warren Jensen displayed two screenshots purporting to represent the graphical capabilities of both Xenon (Xbox 2) and Playstation 3, claiming that the audience-wait for it-should "imagine the characters in a football game expressing real emotions. That's the kind of thing that's going to be possible with the next generation of technology."
So that's where that sho
Re:What I wnat to know is... (Score:3)
If it is, then it's a movie from the game.
This is the page that has all of EA's football on it:
http://www.easports.com/games/madden2005/home.jsp [easports.com]
Click on screenshots and take a look. There is no way that picture from the article came out of the EA game engine
In related news... (Score:5, Funny)
In related news, the PS3 will also be packed with the following features:
...is there anyone here who still believes pre-release/development crap like this? Anyone? I mean, anyone other than Michael.
And now, it is time for a shameless plug [blogspot.com].
Arent they just becoming PC's? (Score:2, Insightful)
Sure, the PS3 might be faster and more powerful... (Score:5, Funny)
distribution method of games (Score:3, Interesting)
Sounds like another subscription service, which is definitely smarter for the manufacturers. Smarter for us? While it does mean that we can constantly get new levels, it also means that the game may not work without being able to go online to download the levels, or will be sold with crappy levels to encourage you to sign up.
Lots of console hype... (Score:5, Insightful)
I suspect we'll see the same thing here.
The other thing to worry about is that the increasing reliance of highly detailed art means games are going to take much longer to produce, cost a lot more to make, and those costs will certainly be transfered to the consumer. Not to mention that when you're making games that require 100s of artists and with artists being a limited resource, you'll be seeing less projects spread among less game developer/publishers, with less competition and thus less gameplay innovation...
So things aren't *all* rosy...
Still, I'm sure I'll buy the Xbox2 on release day... I'm a sucker for new things.
Detail vs. Gameplay (Score:5, Insightful)
Once you add physics into the mix, every object needs to be broken down into more parts, represented in more ways, its possible impact on the game logic dealt with. (No point putting in a maze puzzle if you can bash through walls.)
So now you need hyper-detailed models with hyper-detailed textures and somewhat-detailed physics representations to produce something that looks as good as a second-tier film from ten years ago.
And the state of the art is, say, Half Life 2, a game which provides gorgeous graphics but runs you around on rails -- because providing that level of detail in a more open-ended game is simply prohibitively expensive. Indeed, by all accounts, Half Life 2's game play is unusually restrictive, even by the standards of First Person Shooters.
The key to me is choosing a level of design detail that suits the game you plan to make and then hiring an art director who can make the game look fabulous at that level of detail -- rather than maxing out the level of detail for the hardware currently available, and then producing the best game you can given the budget constraints you're stuck with.
The way things are trending we'll have games where you only get to visit one room because it costs millions of dollars to texture the pillows, insects, cracks in the wall, navel fluff, etc.
Re:A lot more under the hood.... (Score:3, Informative)
Re:DukeNukem may come yet. (Score:3, Funny)
Don't be too hasty. I hear they used an advanced compression algorithm in order to minimize the space the final game will take up. Unfortunately, the decompressor for their "Zero-Space" compression system is only now entering the earliest stages of development.
Note: The above statement, like the article, has little or no foundation in reality.