Xbox 360 to have HD-DVD, Eventually
thebaboon writes "Bill Gates announced that the Xbox 360 will have an HD-DVD drive, just not for launch. From the article: "According
to the statements made by Bill Gates in Japan, Xbox 360, the new gaming console, will include HD-DVD drives. Considering that such a decision would postpone the launching date, Microsoft will equip the initial models with classic DVD drives, and only after the new HD-DVD are ready, the Xbox will incorporate them."
This will make fewer people buy the 1st gen, and instead wait for the 2nd gen. Nobody wants to have to pay for an entirely new console to get the HD-DVD functionality. Unless they somehow release an upgrade to the 1st gen boxes, this is REALLY dumb.
If you like what I've said here, and want to read more, go to http://www.krillrblog.com
Wha! Slashdot did it again. http://news.softpedia.com/news/The-Microsoft-Toshi ba-HD-DVD-Alliance-Changes-Xbox-360-3902.shtml
This article was posted on 28th of June 2005, 16:45 GMT ... juNE juNE juNE.
On a 2nd note ... softpedia is wrong too.
Bill Gates said it (over 1 month ago):
``The initial shipments of Xbox 360 will be based on today's DVD format,'' Gates said. ``We are looking at whether future versions of Xbox will incorporate an additional capability of an HD DVD player or something else.''
It's not confirmed what-so-ever!
see:
http://news.teamxbox.com/xbox/8591/Xbox-360-Might- Incorporate-HD-DVD-Drive/
or
http://www.bloomberg.com/apps/news?pid=10000101&si d=aIoj6W6mNl_M&refer=japan
"Net result is the textures look more real, and properly react to the environment, they change as the light does and so on. That's actually how it's nearly always done on for high-end rendering. You don't texture map something, that won't look good, instead you use material shaders to describe the surfaces, and the engine calculates how it all looks."
Except you're wrong. Most textures in the highest resolution systems (e.g. movies, etc.) are most certainly NOT procedural. They're just extremely high-resolution texture maps (including high-resolution normal and bump maps).
Procedural textures are extremely important and useful, but there are certain effects (such as the texturing of a face - which requires coloring specific to the contours of a face, etc.) that are not viable via procedural textures but are easily accomplished with high-res textures. Your comments indicate that you don't understand the workflow involved in high-end rendering, much less games (which involve more texture mapping and less procedural texturing than film work).
"Stumble before you crawl"