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Dreadnought Demos Released

John Callaham writes to tell us that Gamecloud is heralding the latest release from Torc Interactive and AMD. The latest demos for the upcoming FPS, Dreadnought, have been released. The first is strictly a gameplay movie while the other gives a comparison between the game running on a 64 bit processor (which it was ultimately designed for) and a 32 bit processor.

3 of 192 comments (clear)

  1. 64 bit _Really_ necessary? by gl4ss · · Score: 4, Informative

    ******************
    # uncompressed normal maps allowing for higher texture quality and greater detail
    # significantly higher number of particle effects (e.g. more flames, more steam, more smoke, etc.)
    # persistent decals (e.g. bullet holes stay on walls and don't fade away over time as in 32-bit)
    # post-processing effects (e.g. screen glows)
    # more pixel shader instructions (the adrenaline vision mode is built upon and replaces the base lighting shader to produce the effect)
    *****************
    there's the rundown on the 32bit vs 64 bit changes.

    now, call me an idiot if you will, but none of those really smell like something they couldn't have done in 32 bit - which makes the 64bit vs. 32bit comparision TOTALLY FRIGGIN USELESS unless you're a phb or something. mostly it just seems like they assume 64 bit system to have more memory and a faster graphics card tied to it.

    --
    world was created 5 seconds before this post as it is.
  2. oh slashdot, you card by mkavanagh2 · · Score: 4, Informative

    This isn't an upcoming FPS. This is a tech demo for Torc's game engine and AMD's AWESOME64(TM) processors.

  3. Re:AMD64 by edo-01 · · Score: 4, Informative
    It's interesting that AMD is pushing their 64 bit technology with this game. If it weren't for video games then what other reason would we have to continue to build faster computers?
    I work for a VFX company. Two desks over from me is a top of the line two CPU dual-core AMD with 3 gigs of RAM which we have brought to it's knees, rendering 2k res film frames of a photoreal CGI character. Hair passes, sub-surface scattering, motion blur, skin shaders, glossy reflection raytracing, volumetric dust passes to tie the character into the background plate, the list goes on. Give us any machine, with any amount of RAM and we will bring it to it's knees.

    So, yeah, for the average gamer, office worker etc you're right. Who needs the speed,, but there are plenty of people out there who can't get enough CPU power :)