Any sceners going to GDC 2009?
category: general [glöplog]
jar: they'll be released on our external site soon i hope - once ive cleaned them up. :)
ok, thanks. and keep up the good work!
Now seriously. I think it just needs a better demo. But who needs a demo when you have sony pr? :D
oh come on guys, everybody bashing the demo.. there are only few demogroups who could produce this kind of eyecandy imo
smash: right, deferred rendering. But that´s nice.
smash, ryg: and the spu can access videomemory without having to pay a large toll?
trace: wazzup, complaining about the zombie??
smash, ryg: and the spu can access videomemory without having to pay a large toll?
trace: wazzup, complaining about the zombie??
heh smash, if you are proving that the ps3 can finally outrun the 360, you'll instantly become the megastar of all sony fanboys around the net :D
and for those who are fed up by zombies, don't worry, nazis will come back very soon! (a big game has even tried the combo)
and for those who are fed up by zombies, don't worry, nazis will come back very soon! (a big game has even tried the combo)
hyde: you can get the data from video memory to spu by a couple of different routes - thankfully we have a very fast bus :)
Quote:
(a big game has even tried the combo)
Nacht der Untoten was good fun!
And wtf is up with all the Sony bashing? Sweet Jesus, there is never any pleasing you people!
Okkie: You have to remember that SONY BOUGHT THE DEMOSCENE!!!!111111
Hyde: Not complaining. Suggesting.
Gloom: you mean they bought the demoscene from Nvidia? :D
hyde: well, there are two reasons why video memory access would be slow - 1) time wasted while waiting for the gpu to finish rendering and 2) not enough bandwidth from video memory to SPU. 1 is not a big problem since on consoles, you're the one controlling the timing (no drivers spinning in synchronization loops or OS swapping in pages at inopportune times) and as for 2, well, hooray for wide buses and serious dma bandwidth :)
Smash: really nice proof of concept.
However one might want to save some SPU power for other things such as sound and physics though (Havok is greedy!)
However one might want to save some SPU power for other things such as sound and physics though (Havok is greedy!)
why would you want sound and physics when you can have sparsely clothed ninja space marine amazon secret agents riding on chainsaw-hoofed flying pink stealth space unicorns through a brightly colored dystopian african urban jungle fantasy wasteland island state populated with mutated propaganda-spewing gas mask-wearing alien nazi zombie demons that entered this island planet dimension through a hellgate portal invasion triggered by a black magic freak teleportation experiment resonance cascade accident caused by a power-hungry mad scientist wizard evil genius working for a multinational corporation conspiracy of lawyers and weapons manufacturers without morals, and all that in its proper realtime dynamically lit globally illuminated deferred-shaded parallax-occlusion-mapped ambient-occluded shadow-buffered high dynamic range silky smooth glory?
you're not making any sense, pal.
you're not making any sense, pal.
ryg: you have just described Half-Life.
also, juicy stuff (yes, yes I know what I just said) Smash! I really liked the demo, although "check out the volumetric fog" is so 2002 :). wish Sony could give up its greedy corporate whorism and make the frigging toolkit free for amateur developers, I'd have loved to get my hands on a PS3 :/.
also, juicy stuff (yes, yes I know what I just said) Smash! I really liked the demo, although "check out the volumetric fog" is so 2002 :). wish Sony could give up its greedy corporate whorism and make the frigging toolkit free for amateur developers, I'd have loved to get my hands on a PS3 :/.
ryg: When you put it that way, it sounds like a reasonable tradeoff :)
okkie: i thought i was rather bashing microsoft...
i thought you were rather annoying
smash: looks really good! kudos!
decipher: actually its not volumetric fog, its volumetric lighting generated by raycasting through a shadow map. :)
smash: as a fan troll may i propose you to name your next revolutionary lighting that you would see as the best compromise between naturalistic rendering and optimized performance : fair lighting :)