QuaunautThe longest seven days in history...Join Date: 2003-03-21Member: 14759Members, Constellation, Reinforced - Shadow
<!--QuoteBegin-RobbyC+Jun 19 2005, 01:11 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (RobbyC @ Jun 19 2005, 01:11 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I didn't think i would watch this all the way through because it was 'a geek talking on a stage', but...WOW! Just...WOW! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Yeah because geeks onstage are so much less than you
<!--QuoteBegin-TychoCelchuuu+Jun 5 2005, 01:28 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TychoCelchuuu @ Jun 5 2005, 01:28 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-RustySpoon+Jun 5 2005, 05:26 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (RustySpoon @ Jun 5 2005, 05:26 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Whats scares me is all the shading they got going there. I gotta get some new parts if I wanna play spore (or anything nowadays for that matter) <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> It's quite possible That the sys reqs will be huge As in The Sims 2 <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> The idea i got from what he was saying is that it has more in common with the way that demos work as opposed to normal games. Go take a look at some of the work over at <a href='http://www.scene.org/' target='_blank'>http://www.scene.org/</a>, pretty nice visuals, absolutely minimal filesizes and "artwork" as most of it is done at the code level, if i remember correctly, so with this massive reduction in data coming from the game's artwork, we might well see Spore looking pretty damned sexy, but smooth on lower spec machines.
This is, however, just an assumption, but i could be right. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
EDIT: Take a look at <a href='http://www.scene.org/file.php?file=/demos/groups/farb-rausch/fr-025-final2.zip&fileinfo' target='_blank'>this one</a> specifically, slick framerates, pretty graphics and effects, and all of that in an 8mb file. It serves as a pretty decent reference for what i think they're going to try to do with Spore as opposed to traditional methods that other games use.
what most people fail to realize is that the full data must still be generated. You don't store nearly as much on the hard drive but in order to apply the texture you still need every texel or at least a standard compression.
repeated elements make the necessary memory space smaller, doesn't mean it doesn't have to reaccess the same spot in memory over and over. But with a well designed engine, that should be maintained in cache as much as possible, increasing efficiency.
Yeah, I was thinking of EVO too... but honestly, Spore is going to be approximately a hojillion times better(not to mention cooler) than EVO ever hoped to be.
moultanoCreator of ns_shiva.Join Date: 2002-12-14Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
<!--QuoteBegin-Gwahir+Jun 19 2005, 03:34 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Gwahir @ Jun 19 2005, 03:34 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> what most people fail to realize is that the full data must still be generated. You don't store nearly as much on the hard drive but in order to apply the texture you still need every texel or at least a standard compression. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I would imagine that by generating everything on the fly, this would allow them to dramatically scale polygon counts to keep up with the machine's spec's. I'm sure for every body section and part there's some variable for number of subdivisions or some such, and I'm hoping they will develop neat ways to intelligently scale it.
I vote align's title is changed to "absurd hat power".
And yes, I think spore looks hella cool. You know FOR A FACT that I'm going to carve "cha" on all my planets. And if you don't know what that means, you need to watch more freakazoid.
<!--QuoteBegin-Redford+Jun 20 2005, 02:48 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Redford @ Jun 20 2005, 02:48 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I vote align's title is changed to "absurd hat power". <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> It's a perfectly normal viatnamese rice hat. At least I think it's normal. And viatnamese.
Comments
Yeah because geeks onstage are so much less than you
It's quite possible
That the sys reqs will be huge
As in The Sims 2 <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
The idea i got from what he was saying is that it has more in common with the way that demos work as opposed to normal games. Go take a look at some of the work over at <a href='http://www.scene.org/' target='_blank'>http://www.scene.org/</a>, pretty nice visuals, absolutely minimal filesizes and "artwork" as most of it is done at the code level, if i remember correctly, so with this massive reduction in data coming from the game's artwork, we might well see Spore looking pretty damned sexy, but smooth on lower spec machines.
This is, however, just an assumption, but i could be right. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
EDIT: Take a look at <a href='http://www.scene.org/file.php?file=/demos/groups/farb-rausch/fr-025-final2.zip&fileinfo' target='_blank'>this one</a> specifically, slick framerates, pretty graphics and effects, and all of that in an 8mb file. It serves as a pretty decent reference for what i think they're going to try to do with Spore as opposed to traditional methods that other games use.
<a href='http://www.rpgclassics.com/shrines/snes/evo/bosses.shtml' target='_blank'><img src='http://www.rpgclassics.com/shrines/snes/evo/pics/bosses/Image5.jpg' border='0' alt='user posted image' /></a>
I would imagine that by generating everything on the fly, this would allow them to dramatically scale polygon counts to keep up with the machine's spec's. I'm sure for every body section and part there's some variable for number of subdivisions or some such, and I'm hoping they will develop neat ways to intelligently scale it.
And yes, I think spore looks hella cool. You know FOR A FACT that I'm going to carve "cha" on all my planets. And if you don't know what that means, you need to watch more freakazoid.
It's a perfectly normal viatnamese rice hat. At least I think it's normal. And viatnamese.