NC> :) I still think the /majority/ of PC developers
NC> *don't* produce effient stuff, though this is most
NC> probably the fault of MicroBloat O/S and the
NC> developement tools. My friend in London is (hopefully)
NC> going to be programming the next (Fifth) generation dev
NC> tools.
This is, of course, assuming that people follow Microsoft's guidelines by
the book, which isn't necessarily the case. You don't have to write to
Direct3D if you don't want to - you can write chip-specific versions of a
game, and so on.
Also, DirectX 5 is actually quite fast. Not as fast as OpenGL, mind you,
but more compatible for sure. There is plenty of room for super-fast game
engines, and they do exist. DirectX 6 should be available soon, too!
By the way, just what rendering features does the PSX library have? It
doesn't have perpsective correction (a commonly-used PC game feature), nor
does it have bilinear filtering. Those aren't in there BECAUSE THE PSX ISN'T
POWERFUL ENOUGH. Even a relatively pokey game like Carmageddon has bilinear
filtering on a 3Dfx board.
Oh, and DirectX 6 has support for bump mapping... how about the PSX? Too
bad.
NC> When was the last time I fired up the TV to cook some
NC> dinner? The PSX is engineered for one purpose: games,
NC> if it was engineered to web browse it could, but it isn't, so it won't.
Even though the Web browsing could help your gaming experience? And what
about multiplayer gaming? Wouldn't Tekken 2 be much more fun if you could
find a person to play at almost any time of the day? Wouldn't it be fun to
dogfight someone in Colony Wars?
NC> Frontier: Elite 2 or the sequel to that, if there was
NC> one, Frontier was the buggiest game of all time,
NC> several fixes were released and it ran like a dog with
NC> only one leg. It sucked Big Time.
Of course, one wonders just how much involvment Braben actually had in the
development of that game. Since it was a sequel with a big development team,
Braben might have only consulted on it.
But right now, Braben's with a different (and probably smaller) team, and
he's working both on consoles AND PCs.
NC> There are no effient programmers producing PC games
NC> atm, all games are team efforts, produced by masses of
NC> people and all bloated as heck.
Now that is an awfully broad (and inaccurate) generalization! What about
id? They did a LOT to Quake II, including optimizations. Longbow 2 has
TREMENDOUS amounts of detail, from the terrain to the pilots sitting in the
cockpit. Even Sega, who seems to be terrified of 3D boards, seems to be
getting better results out of the PC. I just got the Last Bronx demo; with
more detail, it still runs faster than the VF2 port did.
And that "masses of people" is certainly an exaggeration. id is about 16
people - only 2-4 of those people actually program the game. Origin may have
30-50 people on a project, but most of those aren't actually coding!
Oh, and since companies who manufacture for consoles are supposed to be
even bigger than your average PC game maker, couldn't you bring the same
argument to bear against them?
NC> Same mindset behind the technology though? :)
Well, yes, but you could argue that about most any 3D chipset maker. No
one's making a consumer-level chipset just for a VRML Web browser, after all!
NC> I ain't seen it though. :-/
You'd like it, I think. SF Rush has much better (if not terribly
forgiving) physics compared to something like Daytona USA. For instance,
there's an interesting chicane around some small mounds on a field. Now
normally, you're supposed to just follow the road; but the more adventurous
racers will say "damn the torpedoes" and just leap the mounds! There are
plenty of "alternative" routes in the game, and that's one of its highlights.
NC> Stutter? And you look forward to a time when a game is
NC> too complex/bloated/advanced that the hardware can't
NC> even cope?!!
You're assuming that this is going to be bloated - not more advanced.
Right now, Trinity character models are expected to be around 5,000 polygons,
complete with bump mapping and real-time shadowing. The requirements will
still be relatively high - I've heard it may be a Pentium II, 32 MB of RAM,
and something equivalent to a 3Dfx Voodoo (not Voodoo 2, thank goodness)
board in terms of performance. Considering just what's being done, that IS
impressive!
NC> Woopy do. Its just another tool to try and make the
NC> glorified Babbage Difference Engine play games. ;)
But that's what you have in your PSX! :-) It has a CPU which crunches
numbers just like mine - well, mine's a lot faster, but still...
--- Maximus 3.01
---------------
* Origin: BitByters BBS, Rockland ON, Can. (613)446-7773 v34, (1:163/215)
|