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Author Topic: PlayStation 3 news  (Read 1757 times)

Offline mm
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PlayStation 3 news
« Reply #15 on: April 29, 2002, 04:06:12 PM »
not to worry

console online gaming will be a small percentage and broadband users will be even smaller
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Offline Blade
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« Reply #16 on: April 29, 2002, 05:15:42 PM »
jm: I seriously doubt that Pixar uses FSAA in their films.. it\'s just high enough a resolution not to need it.
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Offline seven
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« Reply #17 on: April 29, 2002, 10:29:43 PM »


Those are two screens out of Toy Story 1. They do look good, but my only point is, they aren\'t that good or detailed not to be possible on any next gen system. The backgrounds - not all that many objects around there and the textures aren\'t very detailed either. What we\'re basically seeing are some high res polygon figures with low polygon  objects in the background. I do think this kind a graphics are possible on PS2 or even Xbox or GCN. Don\'t misunderstand me, they were impressive at the time, but they shouldn\'t be impossible on the current hardware. Also seing that the marketing crew of SCE liked to refer to the polygon performance of their machine, that quote could have been aimed specifically at that while speaking of "toy story graphics". But I\'ll guess we\'ll see in a few years from now if any of these machines got to that far. ;)

PS: Chrono, do you remember what workstations they used? Just curious... I would like to compare it to the ones Square Pictures used for Final Fantasy: The Spirits Within...

Offline Peltopukki
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« Reply #18 on: April 29, 2002, 11:04:08 PM »
None of the Pixar´s movies are rendered fully with ray-tracing. Renderman is mostly standard triangle based renderer.
Ray-Tracing is usualy used when there is need to do reflections or refractions which would be very hard to do well otherwise.
And they use antialiasing, motion-blur and other fx quite heavily...

as far as i know only full lenght feature using primary ray-tracing for rendering is Ice Age.
Square usa is developing own huge-paraller raytracer called Kilauea. Here´s link for .pdf for those who might be intressed.
http://www.squareusa.com/kilauea/siggraph2001/kilaueaE.pdf

Some stats from toyStory1 (taken from various sources)
--
Leaves on a typical tree: 10,000
Trees on Andy\'s block: 100+
Leaves on Andy\'s block: 1.2 million

Number of basic arithmetic operations per pixel: 500,000

Painted texture maps: 2000+
RenderMan shaders: 1300.

Amount of RenderMan data sent though the renderer: 34 terabytes

total storage for final frames: over 500 gigabytes Resolution per frame: 1536 x 922 pixels.

(rendering was accomplished via Pixar\'s RenderMan software running on Sun\'s multiprocessor SPARCstation 20\'s).

The movie\'s final image rendering was accomplished on a "farm" of 87 dual-processor and 30 quad-processor 100-MHz SPARCstation 20s

Even with that, rendering the film\'s 110,000 frames required the equivalent of 46 days of continuous processing; put another way, rendering each frame took one to three hours of SPARC processor time.

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Offline Bobs_Hardware

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« Reply #19 on: April 30, 2002, 05:33:22 AM »
Quote
Originally posted by 182Ways
Dammit!  :mad:

Don\'t they realize that some people don\'t want to get involved in online gaming?  I\'ll take my traditional single-player RPG over their Massive Multiplayer Online RPG blah blah blah anyday!

I seriously hope the future of the gaming world doesn\'t revolve exclusively around the \'net.  I\'d hate to have to throw away this favorite hobby of mine so soon.


being run through the net wouldnt just be for multiplayer necessarily.. it could offer infinate possibilities for single player games.

use your imagination..

(i certainly hope developers will)

Offline GmanJoe

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« Reply #20 on: April 30, 2002, 06:46:08 AM »
Downloading new landscapes for an RPG.....wow. That would be cool.
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Offline Seed_Of_Evil
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« Reply #21 on: April 30, 2002, 08:54:54 AM »
Quote
Originally posted by GmanJoe
Downloading new landscapes for an RPG.....wow. That would be cool.


I think that\'s no so hard to do, so likely we\'ll see that in the next generation.
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Offline MaXiMaN
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« Reply #22 on: May 01, 2002, 05:55:17 PM »
That could be done now with the pS2. It\'s already going in leaps and bounds. By the time ps3 is out lord only knows what will become possible!

Looking at that article, the thing that I found intriguing is when they mentioned the secret lab. They just gave away it\'s location, didn\'t they? :P
« Last Edit: May 01, 2002, 06:08:01 PM by MaXiMaN »
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Offline EmperorRob
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« Reply #23 on: May 01, 2002, 08:55:57 PM »
Quote
Originally posted by mm
oops, i see something coming!
:surprised
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Offline Metal_Gear_Ray
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« Reply #24 on: May 01, 2002, 10:28:23 PM »
some people just dont get that what makes toy story impossible on ANY sytem of this generation is its NURBs and Ray tracing.

those screens take days if not weeks to render on SGI rendering machines. NO way xbo or ps2 can do that
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Offline seven
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« Reply #25 on: May 01, 2002, 10:43:52 PM »
You\'re taking this too serious Metal_Gear_Ray. I doubt the management of Sony who spoke of "Toy Story" graphics wanted to go as far to make people believe that they were possible on PS2 hardware taking the same techniques into consideration. That message went out to the casual consumers who can\'t figure out what 66 million polygons means etc - but that Toy Story and future PS2 games will be comparable. If I recall correctly, he also just stated that graphics will be comparable to those of Toy Story. Anyway, it doesn\'t matter anyway - we\'ll see in a few years if developers will get that far with the system or not.

 

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