Thread: RE: [GD-Consoles] Nobody on this list?
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From: Tom F. <to...@mu...> - 2002-07-02 14:03:07
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It's just very very quiet. Tom Forsyth - purely hypothetical Muckyfoot bloke. This email is the product of your deranged imagination, and does not in any way imply existence of the author. -----Original Message----- From: Johann Fuchs [mailto:jo...@se...] Sent: 02 July 2002 14:47 To: gam...@li... Subject: [GD-Consoles] Nobody on this list? i subscribed 1 and a half month ago and got no email by now? is nobody subscribed or are there no questions abaout console development? wbr Yoshi |
From: Dave O. <Da...@cl...> - 2002-07-02 14:48:50
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Jesus..you scared the hell out of me then....I came into this list for a nap -----Original Message----- From: Johann Fuchs [mailto:jo...@se...] Sent: 02 July 2002 14:47 To: gam...@li... Subject: [GD-Consoles] Nobody on this list? i subscribed 1 and a half month ago and got no email by now? is nobody subscribed or are there no questions abaout console development? wbr Yoshi |
From: brian h. <bri...@py...> - 2002-07-02 15:00:21
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Thre are people subscribed, unfortunately this is a difficult place to have discussions because A.) most console details are under NDA and B.) there are pretty high quality private developer newsgroups hosted by NOA, Sony, etc. to address platform specific questions. The most likely candidates for serious discussion here are GBA and GP32 discussion, however those also already have lists devoted to them. So this is sortof a list without a purpose, but it seemed like a good idea at the time =) Brian |
From: Steve R. <St...@no...> - 2002-07-03 21:21:45
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>>> "Jason G Doig" <jas...@py...> 07/03/02 12:23PM >>> >Obviously I don't speak for other platforms where you might still be = nuked from orbit. Roger that. The nukes are positioned and standing by. Awaiting target = acquisition... (that was a joke) Yep, unfortunately many things are covered by NDA and it's hard to talk = too candidly in a public forum like this. However, there are some good = cross-platform subjects that are worth discussing. I'll throw out some = tasty ones: Issue #1 An important issue for cross-platform developers is how the same art/textur= es will appear on each of the platforms. My sources tell me that Microsoft = recently released a paper comparing XBOX to PS2 in terms of color/display = output. I'd like to hear from developers what their experiences have been = across all three platforms with respect to texture appearance. Have = textures needed to be changed in any way when porting from one platform to = another? Issue #2 Consoles have limited memory when compared with PCs. What general = compression algorithms (if any) are people using on their titles (custom/zl= ib/lzo/platform specific). Do you hold any data in memory and then = decompress it on-the-fly when it is needed? How concerned are you with = patent issues when considering a compression algorithm on your title? Issue #3 For cross-platform games: What platform is your primary platform and at = what point do you start porting to the others? During development, what = methods do you use to guarantee quality and stability across all platforms?= Do you design/code your game for the lowest common denominator or do you = build it on the best (perhaps on a top-notch PC) and then gracefully scale = down? Issue #4 Each console maker has a (different) plan for how online games will work. = Are you excited by any of these plans and how will it affect the direction = of your games? Are you going to jump onboard or sit this one out until the = next generation of consoles? Grab an issue and run with it. Issues #1 and #4 are timely ones and issue = #2 holds a certain fascination for me (I was bit by the compression bug = about a year ago). Steve Rabin SDSG - Nintendo of America, Inc. Editor of "AI Game Programming Wisdom" (www.aiwisdom.com) |
From: Awen L. <ali...@ed...> - 2002-07-04 09:48:49
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>Issue #1 It depends of your main target. Ours was PS2. We had to be clever with texturing. XBox it's a bit more comfortable on this topic... So, no particular problem with resources flow. At first sight XBox output is a bit 'less bright' (bad impression ?), but we had to be careful with that on PS2 (because of the general graphic design: 'not too shiny pleaaaase'). Keeping the same resources on XBox will make my art director an happy man. GC dev. is preliminary, but we have no particular fear. With a technician perspective, i believe that it won't be the most problematic thing (for THAT project: at most an annoying detail) the hardest work is not 'here' while cross-platforming, is it ? >Issue #2 Mmmh. See Tom Forsyth's answer. Fits perfectly. >Issue #3 Consoles are our main targets. No big parallelism in developments here: so we are queuing platforms from the biggest sales potential to the lowest. Being hard on this (brrr), it's more desirable to kick the lowest potentials (the last ones, you can switch to another project)... Another point: 'lowest common denominator' ? I prefer 'first version on the hardest', being very smart at the beginning (you gain some brand new neurons) -> and toying with the next (you can dedicate them to implement some new funny features, probing some new Tom F. deliriums...) Since the beginning we have hardware independant code, using libraries for the low level stuff guarantees us from being stuck while converting. We have 'other platforms culture' too (experience), useful when designing these libs :). >Issue #4 We are not particulary hit by the virus around here... Europe you know. A bit cautious with internet/broadbands, etc :) Previously a 1.5 developper for Sega, i had to do some efforts on this point: it was technically interesting, but a bit... dedicated. Basically a question of design/market/budget: 'i'm not sure about the sales gain while considering online... Could that budget be more useful to another part of your project ?' Well, and more, it depends of what drove your studio: exciting (online ?) design, or mass market seduction (ok. Binary. But the melt is not obvious, i believe, for our decision mens) |
From: Tom F. <to...@mu...> - 2002-07-03 21:45:02
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> -----Original Message----- > From: Steve Rabin [mailto:St...@no...] > > > >>> "Jason G Doig" <jas...@py...> 07/03/02 > 12:23PM >>> > >Obviously I don't speak for other platforms where you might > still be nuked from orbit. > > Roger that. The nukes are positioned and standing by. > Awaiting target acquisition... > > (that was a joke) > Yep, unfortunately many things are covered by NDA and it's > hard to talk too candidly in a public forum like this. > However, there are some good cross-platform subjects that are > worth discussing. I'll throw out some tasty ones: I'll bite. We're doing PS2 and XBox versions, no GC at the moment. But I can make wild extrapolations based on friend-of-a-friend rumoured GC specs if you like... :-) > Issue #1 > An important issue for cross-platform developers is how the > same art/textures will appear on each of the platforms. My > sources tell me that Microsoft recently released a paper > comparing XBOX to PS2 in terms of color/display output. I'd > like to hear from developers what their experiences have been > across all three platforms with respect to texture > appearance. Have textures needed to be changed in any way > when porting from one platform to another? Fairly simple. PS2 mipmapping is expensive and approximate. So only the textures that really need it get mipmapped, so the artists need to be careful with the high-frequency stuff. XBox also has bigger textures because of the greater memory and better compressed texture support, so for the PS2 we just ditch the top mipmap level of everything. Also, since the surface effects available on XBox are much fancier than on PS2, things like specular maps and so on get pre-composited in together to one or two textures rather than the half-dozen we have on the XB. > Issue #2 > Consoles have limited memory when compared with PCs. What > general compression algorithms (if any) are people using on > their titles (custom/zlib/lzo/platform specific). Do you hold > any data in memory and then decompress it on-the-fly when it > is needed? How concerned are you with patent issues when > considering a compression algorithm on your title? We're using LZSS in places. We generally store compressed stuff on disk (hard drive for XB, DVD for PS2), stream it in as we need it, and decompress as we get it. The cost of LZSS decompression is far far less than the speed boost we get from having to load half the data (typically ~50% compression from LZSS). We haven't tried storing stuff in memory compressed - I'm not sure that would work terribly well. We'd rather use the memory to hold more stuff cached off disk. > Issue #3 > For cross-platform games: What platform is your primary > platform and at what point do you start porting to the > others? During development, what methods do you use to > guarantee quality and stability across all platforms? Do you > design/code your game for the lowest common denominator or do > you build it on the best (perhaps on a top-notch PC) and then > gracefully scale down? Our primary platform is the PC! Our artists aim for PC quality, and we then scale down in all sorts of ways to the target platform. It's pretty easy to scale down to a target - bin mipmap levels, merge textures, reduce shader complexity, reduce vertex count using VIPM, reduce bone counts using progssive bones, etc. But going upwards in quality is very hard without actual artwork to base it on. Some of the artwork was started at PS2 quality before we realised we could render 2-4x as many polys on XBox, and bumpmaps weren't done early enough. Inventing that data without redone artwork has been ... tricky. I wouldn't want to do it again. But if you have bumpmaps, then compositing them down to "prelit" stuff for the PS2 is pretty easy. > Issue #4 > Each console maker has a (different) plan for how online > games will work. Are you excited by any of these plans and > how will it affect the direction of your games? Are you going > to jump onboard or sit this one out until the next generation > of consoles? Not done any console games this is applicable to yet, so it's not something I've thought about much. > Grab an issue and run with it. Issues #1 and #4 are timely > ones and issue #2 holds a certain fascination for me (I was > bit by the compression bug about a year ago). > > Steve Rabin > SDSG - Nintendo of America, Inc. > Editor of "AI Game Programming Wisdom" (www.aiwisdom.com) Tom Forsyth - purely hypothetical Muckyfoot bloke. This email is the product of your deranged imagination, and does not in any way imply existence of the author. |