فکر کنم از اولین باری که این بازی نمایش داده شده بوده (بصورت قابل بازی) همیشه مشکل فریم ریت رو داشته. دیگه جدیدترین نسخه ای هم که نمایش دادن مال همین GDC امسال بود که همچنان مشکل فریم ریت رو داشته:نوشته شده توسط ehsan_62:البته کیانوش جان این قضیه کاملا بر عکس هستش ، من دمو هایی که دیدم بیشتر تمرکزش بر روی فریم ها بود و نشون میداد که روی 60 فریم داره اجرا میشه تصاویرش بسیار نرم بود
نوشته شده توسط IGN:The framerate barely held together at what seemed like seven frames per second, but this is still a very early build of Saints Row

من خودم تمام تریلر های بازی رو دیدم و نمیشه گفت یک بازی نسل بعد بسیار خوب(از لحاظ گرافیکی) هست و با این حال بازم نمیشه گفت که شبیه یک بازی نسل حاضر هست واقعا از لحاظ گرافیکی از gta: sa سرتر هست. مشکل فریم ریت رو هم خب قبول دارم.حدسیات ، تصورات ، خیالات و .... خیلی جالبه (ضمنا بسیار خوب معنیش همون خیلی خوب میشه تازه شاید یکم هم خوفتر )
فکر نمیکنم نیازی به تا آخر رفتنش باشه ، این بازی تا حالا توی چند تا کنفرانس و event حضور داشته و خیلیا هم اونو بازی کردن و میدونن گیم پلی بازی چجوریه ، بازی ای نیست که همین امروز معرفی شده باشه.
گرافیکشم که دیگه هر کسی فقط یک تریلر ازش دیده باشه میدونه که بیشتر به بازیهای نسل حاضر شباهت داره تا نسل آینده. فکر کنم احسان خان هم از این بازی دمو دیده و یک همچین چیزی رو توی صفحه قبل گفته. تازه بگذریم از اینکه فریم ریتش حدود 10 فریم بر ثانیه هستش.
من نگفتم شبیه بازیهای این نسل هستش ، گفتم بیشتر شبیه بازیهای این نسل هستش تا بازیهای نسل آینده ، یعنی این بازی یک چیزی بین بازیهای این نسل و نسل آینده هستش از نظر گرافیکی و میشه گفت که حتی از نظر گرافیکی بیشتر به سمت بازیهای این نسل متمایل هست. قطعا گرافیک بازی خیلی بهتر از GTA: SA هستش.نوشته شده توسط Restricted Area:من خودم تمام تریلر های بازی رو دیدم و نمیشه گفت یک بازی نسل بعد بسیار خوب(از لحاظ گرافیکی) هست و با این حال بازم نمیشه گفت که شبیه یک بازی نسل حاضر هست واقعا از لحاظ گرافیکی از gta: sa سرتر هست. مشکل فریم ریت رو هم خب قبول دارم.
همونوطر هم که خودت گفتی علت عقب انداختن عرضه بازی هم کار بیشتر بر روی اون هست پس میشه امیدوار بود که بازی پیشرفت خوبی بکنه.
در هر حال من حدس میزنم که یک بازی خوب هست ولی نه یک بازی بسیار خوب :cheesygri
گذشت زمان همه چیز رو مشخص میکنه :cheesygri
سلام کیانوش جان.نوشته شده توسط kinopio:بازی Naruto توسط شرکت Ubisoft برای Xbox 360 ساخته خواهد شد و در کشورهای آمریکای شمالی و جنوبی و اروپایی در سال 2007 عرضه میشه.
Ubisoft این خبر رو امروز رسما تایید کرد و با این اوصاف 3 تا از اون بازیهایی که توی لیست بازیهای این شرکت که به بیرون درز پیدا کرده بود ، وجود داشتند ظرف چند روز گذشته رسما تایید شدند. البته اون دو تا بازی دیگه قابل پیش بینی بودند اما ساخت بازی Naruto توسط Ubisoft در اون زمان که اون لیست منتشر شده بود اصلا قابل پیش بینی نبود و این نشون میده که اون لیست بر خلاف تمام تکذیبیه های Ubisoft ، یک لیست حقیقی بوده و این موضوع یکبار دیگه درستی اون نظریه رو ثابت کرد که هر زمان یک شرکت اینجوری سعی در تکذیب کردن یک شایعه داشت احتمال درست بودن اون شایعه یا خبر رو بیشتر بدونید.
نوشته شده توسط XENOS:كسي خبري نداره كه بالاخره سوني HDMI رو تو ps3 ساپورت ميكنه يا نه؟ قرار بود Rsx حتي دو خروجي از اين رو در HD TV محيا كنه!
Maniac: What has changed after the success of Riddick?
Andersson: After the work was finished with Riddick but couldnt get any credits for it, began the hard time for Starbreeze. We wanted to work on a next gen project, but the publishers were reserved - it was a really early point to start with a nextgen development. After the release of Riddick and the good scores, awards everything was much easier. The Darkness fit perfectly - our team likes the universe and it was about a next gen title.
Maniac: Why have you choosed "The Darkness", after all the comic isnt very famous in europe?
Andersson: Some of us had read the comics. We were looking for a setting that would suit Starbreeze as a team. Back then we had a lot of options for example to develope a war shooter for the ps2 - but we didnt want that. We were interested in something more fantastic, we wanted to tell a story. All those things seems to be combined in The Darkness - interesting characters and supernatural abilities also Top Cow Publishing gave us enough liberties.
Johansson: We wanted a product with all are satisfied with. The development of a ps2 or xbox title would have bored some of us. With this project came a positive mood, we are really satisfied with the decision.
Maniac: Have any other games influenced you during the development?
Andersson: Here at Starbreeze the whole team is working on a certain vision - there is nobody who decides which direction we have to choose. We are inspired by a countless numbers of titles, for example we took a look at burnout for the destructable environment. You can be inspired by a lot of other games as long you dont forget your own creativity.
Maniac: What do you need to be a Art Director? Which tasks does it include?
Matthies: Nothing - i stand around - and look at the other people working (laugh). But no, basically its about to keep the focus alive. I supervise all aspects that have to do with the esthetic of the game. Thats not only the look, its also for example the sound scenery, i dont do the single tasks myself instead i take care that the team works the way it should.
Maniac: Why have you decided to use your own engine?
Johansson: The decission for it was made a long time ago. The Starbreeze Engine was already in development for a couple of years. We have always revamped the engine for the new projects. By now we are really know this engine and have developed tools like "Ogler" which are working perfect with the Starbreeze Engine.

...The structure in which a processor core has shared registers accessible from other cores is seen in network processors and the like. For what it's worth, the AGEIA co-founder Manju Hedge was an ex-CTO of a network processor manufacturer.
Memory Architecture Without Memory Hierarchy
One of the biggest characteristics of the PPU is its memory architecture. It has 128bit memory interface for external memory, but has no internal cache memory.
"We don't have cache memory hierarchy of any kind. This is very important because traditional cache is not suitable for physics," says Hedge.
PPU has no structure such as CPU cache that is synchronized with external memory by the set-associative method and updates automatically. It's because in physics simulation it has little data locality. They say memory cache hierarchy is more trouble than it's worth.
"In CPU and GPU, data has locality. But in physics not, as it has to do random access to many objects. Data structures are totally different" says Nadeem Mohammad, who moved from a GPU vendor to AGEIA.
Still PPU has large internal memory in itself. It has various internal memories instead of cache, and has the organization that does explicit and programmable transfer between internal and external memories.
The patent explains memories such as dual-bank Inter-Engine Memory (IEM) connected to VPU, multi-purpose Scratch Pad Memory (SPM), DME Instruction Memory (DIM) which does instruction queuing, and so on. Hedge suggested that those memories in the patent are in the actual implementation by saying "they are probably included" in PPU.
Among those memories IEM is used in the way that looks like traditional data cache. According to the patent, DME loads a data set required for operation of processing units into IEM explicitly. Unlike cache memory, low-latency access is possible in IEM and apparently it could implement a large number of I/O ports. As the result, it could achieve huge internal memory bandwidth.
"One of the important factors in a physics architecture is it requires huge on-chip memory bandwidth. Our PPU has 2Tb(Tera-bit)/sec on-chip memory bandwidth," says Hedge.
In short, removing complicated cache control made it possible that PPU has L2-cache size internal memory with L1-cache latency and huge bandwidth, and it's suitable for physics algorithm according to them.
Cell-like Global Structure of PPU
By the abstract of the PPU architecture, you'll immediately notice the commonality with Cell. Both of them are parallel processors with huge floating point processing units, have no cache hierarchy, and manage inter-memory data transfer by software programs.
If you replace PPU Control Engine (PCE), the RISC core in PPU, with PPE(Power Processor Element), the PowerPC core in Cell, and Vector Processing Engine (VPE), PPU's data processing engine, with SPE(Synergistic Processor Element), Cell's data processor, they almost correspond with each other.
In both the architectures one RISC core does global control and many vector data processors does data processing in parallel. As for the affinity in the architectures Hedge said:
"If you look at the very high level they are very alike. Both of them are huge parallel engines, have floating point processing units, and control each internal memory. But the difference is also big. For example, Cell does internal data transfer by a ring bus (so it has limited bandwidth). On the other hand, our architecture has far higher (internal data) bandwidth.
But it's also true that Cell is relatively suitable architecture for physics processing. In PS3, the GPU is "GeForce 7900+" architecture, but it has Cell. So in PS3 it can do physics on a PPU-like architecture (Cell), not in GPU."
Looking at the PPU architecture like this, you can imagine AGEIA has a relatively good affinity in PS3 library development.
The current transistor count of PPU is 125M and manufactured at 0.13um process of TSMC. For the chip size it's GeForce FX 5800(NV30) class and the process is the same, the die size is about 182mm and it's a bit smaller than NV30. It won't be far from the reality if you assume you have NV30 for physics.
By comparing it with GPU you can imagine the configuration of VPU too. In the 120M class GPU it has 6-12 programmable shaders. Unlike GPU, PPU doesn't do texture handling etc, it should have simpler processing units. Then it's estimated that the current AGEIA PPU have 16 VPUs at most.
این هم اطلاعاتی که Ageia منتشر کرده. در این متن از قدرت پردازش ps3 برای فیزیک بسیار تعریف شده و گفته شده وظیفه این کار را Cell به عهده خواهد داشت( زیرا بسیار برای این کار مناسب است و معماری ای شبیه به PPU دارد) نه GPU. ضمن اینکه گفتن معماری GPU کنسول یعنی RSX مثل 7900+ هست و... بقیه اش رو دیگه خودتون بخونید
Red Steel is the ubisoft revolution LAUNCH game.. and it looks pretty nice (re4esque)...
theres atleast 10 screenshots (people worried about rev specs shouldnt worry)..
its a fps with sword fighting...
The game looks like shemnue but with sword/gun fps fighting. If you're trying to tell a difference in this and ps3 and 360 just by looking at the screens --you can tell this looks doom3ish and re4 but not mgs4 though. It looks amazing, nice effects like broken glass, water, light, etc..
