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John Carmack Not Enthused About Android Marketplace

An anonymous reader writes "During an in-depth and informative interview, Doom creator and id Software co-founder John Carmack opines on iOS game development, the economics of mobile development vs. console development, why mobile games lend themselves to more risk-taking and greater creativity, and finally, why he's not too keen on the Android Marketplace as a money-making machine. '...I'm honestly still a little scared of the support burden and the effort that it's going to take for our products, which are very graphics-intensive.'"

163 comments

  1. Rage for Android? by whiteboy86 · · Score: 2

    Carmack's Rage for iOS has been done alright, now I am eager to see whether it is even possible to port such a demanding 3D game to Android. There are lots of obstacles like the crippled NDK, hardware fragmentation, poor native audio support and boatload of other issues. If Carmack is taking a stab at it then I am really excited see the results. Also, pity the WP7 devices' capable hardware is DOA for such a development due to lack of native code support.

    1. Re:Rage for Android? by Anonymous Coward · · Score: 0, Interesting

      The fragmentation issue is honestly just marketing nonsense. Do you hear PC developers complaining about the same? The problem is plain and simply that of a console vs an open platform. Carmack is abandoning his roots in favour of console development. It's shameful.

    2. Re:Rage for Android? by polyp2000 · · Score: 3, Interesting

      "now I am eager to see whether it is even possible to port such a demanding 3D game to Android" ;

      It Is absolutely possible , let there be no bones about it.
      The hardware of latest iPhone is pretty similar to many high end android devices, in fact some Android devices actually have slightly higher specs in terms of horsepower.

      Google have the market saturation now though - its time to reign things in a little bit and tighten things up. Perhaps they should consider some sort of
      hardware rating system to help developers and consumers have some sort of target to aim for. Better still have some dialogue with luminaries such as Carmack and find a solution.

      N.

      --
      Electronic Music Made Using Linux http://soundcloud.com/polyp
    3. Re:Rage for Android? by icebraining · · Score: 4, Informative

      Have you RTFA? He talks nothing about fragmentation:

      The HD version of Rage is 1.4GB installed, and all the world geometry is using 2-bit PowerVR texture compression. If we went to one of the other platforms that's not PowerVR-based, we'd be stuck with a 4-bit texture compression format, and that pushes the size over 2GB. And the Android Marketplace doesn't even let you download more than 20 or 30MB, and you have to end up setting up your own server and doing your own transfer for all of that. Dealing with the user interface of managing space... there's a lot of things that happen automagically for us on iOS that we'll have to deal with particularly on the Android space. And that's not a lot of work that's going to be huge heaps of fun to do. It's going to be dreary, tedious work that I would certainly push on somebody else personally, but I'm not sure that even as a company it's something that we want to be involved in.

      Even in the old days of the feature phone world, we always had EA Mobile or JAMDAT to build the 300 or 400 SKUs that they had for all the worldwide feature phone splits that we had from our four base versions. And we may yet wind up partnering with somebody else to do that level of broad support, but that's a little less satisfying when we're doing something that's pushing the limit graphically, because you don't have a second-tier company port your stuff to other graphics architectures and expect it to remain cutting-edge.

      Basically, he needs Steam for Android.

    4. Re:Rage for Android? by Anonymous Coward · · Score: 1

      The valueable quote from the article is "I really dread 300 to 400 SKU's"

      That in a nutshell is why Android is going to fail. Google needs to turn that into 3-4 SKU's of console-grade hardware requirements or we're just going to see another era of J2ME of non-adoption, only compiled for Android.

      Seriously, how many J2ME things have you purchased on your pre-iPhone era mobile phone? Zip for me.

    5. Re:Rage for Android? by Anonymous Coward · · Score: 0

      The reply was directed at the grandparent who explicitly did mention fragmentation. Carmack might have some legitimate complaints, but they are no different than console vs PC complaints. After all, PSN/WiiWare/Xbox Live all provide you with an infrastructure for developing games. Yes, Steam is a 3rd party application for PC that does something similar. But why should it be expected? And better yet, why should someone like John Carmack be unable to develop a game without it?

    6. Re:Rage for Android? by beakerMeep · · Score: 0

      Agreed. I was a bit surprised he was complaining about having to setup a content download server too. I guess it's becoming more clear why Valve and Bioware ate Id's lunch in the PC world. Carrmack sees "extra work" and the others see opportunity.

      --
      meep
    7. Re:Rage for Android? by beakerMeep · · Score: 4, Insightful

      Which is why Value ate their lunch. As I said in another post: Valve/Bioware/Blizzard see opportunity while Carmack worries about it being hard or boring work.

      --
      meep
    8. Re:Rage for Android? by HappyClown · · Score: 1

      What you say is true and is a significant obstacle for high end gaming on Android. Google however have finally addressed most if not all of these issues in Gingerbread. Now it's just a waiting game until there's enough of an installed 2.3 base to make high-end development worthwhile.

    9. Re:Rage for Android? by Anonymous Coward · · Score: 0

      Article picture - best photobomb ever.

    10. Re:Rage for Android? by Anonymous Coward · · Score: 0

      Ideaworks have already addressed this:

      http://www.youtube.com/watch?v=j471dKjMjWA

    11. Re:Rage for Android? by ildon · · Score: 5, Insightful

      It costs money, it costs time, it costs support post-launch. Unable? No. Unwilling? If the return on investment (both monetary and effort) isn't there, then yes.

      Remember that before Quake Live, Id games' online support basically consisted of a master server that just gave you a list of servers, and an FTP server with patches that relied on popular mirror sites to prevent it from going down due to demand (which it sometimes still did when new patches were released). They didn't even host their own servers, much less their own online distribution platform for the assets of the entire game. And Quake Live is basically an 11 year old game at this point. The size of the assets, method of distribution, and demand for the game are all going to be different (smaller) from a brand new AAA title like Rage is intended to be.

      If Apple does the hosting for you, but Android does not (for files over 30 MB), that's a huge difference.

    12. Re:Rage for Android? by ildon · · Score: 1

      Id never had as much money as Valve got from HL and CS. They could never have made the investment necessary to create Steam without getting permanent support from a publisher who would have ruined it before it left the cradle out of fear of it destroying them. And I don't know why you even mentioned Bioware, they don't make FPS games and they use Steam, like Id does, and EA has owned them for 3 years (which from some perspectives means that Id ate their lunch by lasting longer as an independent game company).

      So if you're not talking about a specific game genre in the market, and you're not talking about digital distribution, and you're not talking about independence from publishers, what the hell are you talking about?

    13. Re:Rage for Android? by Anonymous Coward · · Score: 0

      Do you hear PC developers complaining about the same?

      Yes. Many prominent PC developers have commented on the fragmentation issue and many of them have also moved exclusively to consoles...

    14. Re:Rage for Android? by Anonymous Coward · · Score: 0

      Yup, let's see who ends up being who's bitch this time, ey Johnny

    15. Re:Rage for Android? by slackbheep · · Score: 1

      Carmack has always seemed to be more keen on working with the interesting problems.
      On a random note, what made you lump Bioware in with Steam and Blizzard? They've bungled the distribution of Mass Effect and Dragon age both, having wacky bugs pop up for one or more distribution method whether EAstore, Steam, or DVD.

    16. Re:Rage for Android? by Narishma · · Score: 1

      You got the wrong John.

      --
      Mada mada dane.
    17. Re:Rage for Android? by edxwelch · · Score: 1

      > Carmack's Rage for iOS has been done alright

      Actually, it didn't. Considering that it possibly has best graphics of any game ever and is selling for only $1, it did very poorly in comparison to titles like Angry Birds and Pocket God.
      The highest it got was #19 overall and it quickly dropped to place #300 where it is now.

    18. Re:Rage for Android? by karolbe · · Score: 1

      Come on guys. File size DOES NOT matter. You can distribute only the exe through the Market which will download (during the first run) rest of application data to SD card. There are already games which are distributed this way. This is also preferred sometimes, because you can distribute patches in more optimized way (instead of pushing 1.4GB to the market you tell your ~10MB exe to download only those parts of application which are required).

    19. Re:Rage for Android? by hairyfeet · · Score: 2

      Who should you blame? Blame Intel for pushing Nvidia off the map for their uber shitty IGPs, that's who. Hell even the bottom of the line AMD machines have nice Radeon IGPs that play games just fine. Hell I played games like Bioshock and Swat 4 on the 780-VM chipset that came with my AMD. It is Intel who keeping pushing the crapola IGPs onto everyone. If someone as you pointed out buys Intel without bothering to check the chip, whose fault is that? It isn't like "Intel IGP = shit" is a secret. And it isn't like they don't have a choice, my oldest picked up a nice Turion X2 that does all his schoolwork AND plays his MMOs, all for just $500. Show me where I can get a new Apple laptop for that.

      And what do you mean by "don't work out of the box"? Because frankly I haven't seen that happen in years. If you meet the system specs (which leaves out Intel) then it works, simple as that. and as for Apple turning out better equipment? look at the price of that "baseline Apple" and see what you get in PC hardware for the same price. I just got done putting together a triple core AMD for a customer, with 4GB of RAM, an HD4350, a TB HDD, and Windows 7 Pro, and the whole thing cost less than $500 bucks even after paying me. Add another $100 to that and you might get a Mini, maybe. Nope, my bad, they are $700, which for $40 less I built a quad with 8GB of RAM and a 4650 1GB.

      As for TFA that is why I think it will end up with WinPhone 7 VS iPhone. MSFT did the smart move and set strict baseline requirements on devices using WinPhone 7 so they are easily update-able, and from my friends that have checked them out the new WinPhone 7 is actually pretty nice. I still see Android 1.5 devices on store shelves, and frankly the specs are just scary bad. Of course the average Joe won't know that and will just see the little green Droid on the box and think it is good, at least until they try to use it. Google really needs to put their foot down and have a minimum spec that you have to meet before using the droid logo, because the $100 iPad knockoffs being sold around town are covered with Droid logos and the specs are so low as to be worthless even for web surfing. If Google doesn't watch it the droids will leave enough of a bad taste in enough folks mouths that they will never touch another one.

      --
      ACs don't waste your time replying, your posts are never seen by me.
    20. Re:Rage for Android? by Anonymous Coward · · Score: 0

      Oh dear, confusing Carmack and Romero. That's almost as bad as confusing Star Trek and Star Wars. Geek card, please.

    21. Re:Rage for Android? by anss123 · · Score: 2

      You can distribute only the exe through the Market which will download (during the first run) rest of application data to SD card.

      The rest of the data still has to be served somewhere, somehow. Different methods may yield better result but does not solve the fundamental problem JC touched on.

    22. Re:Rage for Android? by Anonymous Coward · · Score: 0

      If you buy a game "for the Mac", guess what, it works out of the box.

      You're right, Bioshock runs fine on my Mac Mini.

    23. Re:Rage for Android? by TiberiusMonkey · · Score: 1

      Who have moved exclusively to consoles? Who are these "many"? Crytek, ID, Infinaty Ward and Epic have all started supporting consoles but none have packed up and moved to over exclusively.

    24. Re:Rage for Android? by TiberiusMonkey · · Score: 1, Insightful

      The last... 50 or so (random number)... Windows games I bought, all worked out of the box. The last 1 Mac game I tried to play, didn't.

    25. Re:Rage for Android? by Anonymous Coward · · Score: 0

      >>If you buy a game for "Windows"... it never works out of the box. Hell there are so many PC's being sold right now that won't even play 10 year old games.

      What the hell planet do you live on?

    26. Re:Rage for Android? by vrmlguy · · Score: 1

      Id never had as much money as Valve got from HL and CS. They could never have made the investment necessary to create Steam without getting permanent support from a publisher who would have ruined it before it left the cradle out of fear of it destroying them.

      Quite so! Everyone knows that a lack of funds is why Carmack could never fulfill his dreams of spaceflight.

      --
      Nothing for 6-digit uids?
    27. Re:Rage for Android? by Anonymous Coward · · Score: 0

      From the article:

      "...and so far this has been far and away our best launch ever. We just hit number one on the iPad list, and we're at number 3 on the iPhone list after only 12 hours of being available."

    28. Re:Rage for Android? by iamhassi · · Score: 0

      "The fragmentation issue is honestly just marketing nonsense."

      Android fragmentation is real. Even the ever-so-popular Angry Birds had "severe performance issues" due to fragmentation and had to create a second Angry Birds game for low-end Android devices.

      Droid has no less than 8 different versions, from 1.1 to 2.3, in addition to whatever custom wrapper or branding the manufacture or carrier added, and dozens of different kinds of handsets, all with different cpus, gpus and memory. iOS has at most 2 versions, 3.x and 4.x, (1.x and 2.x is used by less than 3% of iPhones) and at most 4 handsets, iPhone, iPhone 3G, iPhone 3GS and iPhone 4.

      So if you're developing an iPhone app you only have to test on 4 or 5 devices, iPhone 4 running iOS4, 3GS running 3.x and 4.x, and 3G running 3.x and 4.x, and iPhone running 3.1.3. If you're developing a Droid app you have dozens of devices with different software configurations you must test on or risk angry customers, and every time you want to update or Google pushes out a new version of Droid you again have to do testing on dozens of devices.

      I know Android is the most popular smartphone OS but honestly I think it's going to self-implode, customers will eventually get tired of fragmentation issues, with apps not working and frustrated developers, and they'll either give up on smartphones entirely or turn to Blackberry or iOS.

      --
      my karma will be here long after I'm gone
    29. Re:Rage for Android? by mweather · · Score: 2, Informative

      Armadillo has only cost Carmack a couple million so far. Rage cost him more than Armadillo has.

    30. Re:Rage for Android? by Pollardito · · Score: 1

      Have you RTFA? He talks nothing about fragmentation:

      The HD version of Rage is 1.4GB installed, and all the world geometry is using 2-bit PowerVR texture compression. If we went to one of the other platforms that's not PowerVR-based, we'd be stuck with a 4-bit texture compression format, and that pushes the size over 2GB. And the Android Marketplace doesn't even let you download more than 20 or 30MB, and you have to end up setting up your own server and doing your own transfer for all of that. Dealing with the user interface of managing space... there's a lot of things that happen automagically for us on iOS that we'll have to deal with particularly on the Android space. And that's not a lot of work that's going to be huge heaps of fun to do. It's going to be dreary, tedious work that I would certainly push on somebody else personally, but I'm not sure that even as a company it's something that we want to be involved in.

      Even in the old days of the feature phone world, we always had EA Mobile or JAMDAT to build the 300 or 400 SKUs that they had for all the worldwide feature phone splits that we had from our four base versions. And we may yet wind up partnering with somebody else to do that level of broad support, but that's a little less satisfying when we're doing something that's pushing the limit graphically, because you don't have a second-tier company port your stuff to other graphics architectures and expect it to remain cutting-edge.

      Basically, he needs Steam for Android.

      That part sounded to me like he was worried about fragmentation, and what it would mean to have some other company port your software in order to offload the burden of dealing with the fragmentation. But his idea of fragmentation (different base graphics hardware) is different than what some people have complained about (different manufacturer-added UI augmentation) because games use more native code. He definitely mentions that the Android Market not allowing large app downloads is an issue, but it seems like he was more worried about supporting all the different hardware configurations.

    31. Re:Rage for Android? by Anonymous Coward · · Score: 0

      It's not just about hardware, it's mainly about software. Up until Android 2.3, the Android OS wasn't nearly as accommodating to code that required uninterrupted, un-stuttered output as iOS is/was. Google says this is one of the things they've addressed in 2.3. We'll see if it's enough for game developers to take the plunge.

      There's also the issue of economics. Most of the stuff in the Android marketplace is free, and when you are trying to sell your app to make a living off it, having your $4.99/$9.99 app sitting on a virtual shelf with apps that are 98% free doesn't make for a good sales strategy.

    32. Re:Rage for Android? by LWATCDR · · Score: 3, Insightful

      Yes but that is the problem with Android. I have a one year old Android phone. When I picked it because at the time it was the fastest CPU, had an OLED screen, and used stock Android.
      Now it can not play Angry birds and is not getting 2.2 much less 2.3! This is not a super old phone but the Samsung Moment is is a dead end device.
      It was the best phone I could get at the time. So if you were to write a game for Android what do you target as the lowend? The Droid? The Epic? The Nexus S?
      I like Android but Google needs to "lock down" the manufactures a bit more IMHO. Right now I would buy a Nexus S if Google offered it on Sprint. I am tired of dinking about with vendors skinning Android and with Vendors and Carriers not updating the OS.
      What I would like to see is for Google to certify some phones as Google Prime or some such thing. They would have stock Android and would get updates right from Google. Sort of a Nexus but one that any manufacture can make and any carrier can carry.

      --
      See my blog http://ilovecookes.blogspot.com/ for light hearted technical information.
    33. Re:Rage for Android? by morari · · Score: 1

      Carmack is abandoning his roots in favour of console development.

      Duh. That's why every time we see Rage, it's being played with Xbox controllers. It's already hard for me to give Id Software the benefit of doubt after Doom3, but they're making it really hard with Rage. This coming from someone who still routinely plays Quake3 on his server!

      --
      "He who can destroy a thing, controls a thing." --Paul Atreides, Dune
    34. Re:Rage for Android? by morari · · Score: 1

      Suck it down?

      --
      "He who can destroy a thing, controls a thing." --Paul Atreides, Dune
    35. Re:Rage for Android? by JBMcB · · Score: 1

      There's a fundamental difference between phones and console/PC architectures. Consoles are known, fairly stable quantities. If you develop for a console, your development strategy is pretty much guaranteed to be stable for at least three or four years.

      Ditto the PC - If you develop a game for DirectX or OpenGL, you can be confident that the platform will be stable for a while, and there are plenty of tools to make sure your graphics and audio work well on multiple environments.

      On Android, you develop your app for the best phone, try to scale it down to make sure it's somewhat playable on the lowest end phone, and you're good - for a few months.Until the next greatest phone comes out, the one with twice the resolution and four times the 3d processing power. So then you have to update everything to support that phone, until it turns out it's a dog and nobody is buying it, and another company produces a similar phone but with slightly different specs. So you start developing for that platform....

      --
      My Other Computer Is A Data General Nova III.
    36. Re:Rage for Android? by hedwards · · Score: 3, Interesting

      What Google needs to do if they want to support larger file sizes is change the mechanism completely. Probably make it a bit more like Jigdo, or a torrent without the p2p features or some other method of downloading and verifying in a piecewise fashion.

      I've got a Nexus One and often times due to crappy reception the updates I'm trying to download will freeze out and have to be restarted. I would assume that Apple has a more bandwidth efficient way of doing it if they're allowing such large files to be downloaded. Even requiring certain ones to be downloaded via the computer or WiFi would likely go a long way.

    37. Re:Rage for Android? by hedwards · · Score: 3, Interesting

      And yet Apple seems to have figured it out to his satisfaction. I dislike the Appstore, but there's something fundamentally different about the Appstore to the Android Market in that the file size for the market is capped at about 30mb.

      His main complaint and one that I can't argue with is that he can't serve the file through the market place and as a result he'd have to set up his own server and override the wisdom people have of not getting Android apps from unknown sources.

    38. Re:Rage for Android? by hedwards · · Score: 1

      That part sounded to me like he was worried about fragmentation, and what it would mean to have some other company port your software in order to offload the burden of dealing with the fragmentation. But his idea of fragmentation (different base graphics hardware) is different than what some people have complained about (different manufacturer-added UI augmentation) because games use more native code. He definitely mentions that the Android Market not allowing large app downloads is an issue, but it seems like he was more worried about supporting all the different hardware configurations.

      Where exactly did you get that idea from? The two things that he specifically calls out is that 2-bit compression which iOS has versus the 4-bit compression that Android allows adds an additional half gigabyte or so of data to the program. And that even if it did support 2-bit compression he couldn't serve the files via the market as it would be approximately 1.6gb over sized so he'd have to set up his own servers.

      That's not a fragmentation issue like you're suggesting it is, people suggest that there's some sort of fragmentation problem, but Google has that figured out and the only people that are harmed by it are people who bought early Android phones and ones with custom UI. Pretty much all the newer ones should be easily handled by somebody with the technical skills that John has.

    39. Re:Rage for Android? by tepples · · Score: 1

      Who have moved exclusively to consoles?

      Capcom made Street Fighter IV for PC, PS3, and Xbox 360, but the "Super SFIV" update dropped PC support due to low sales.

    40. Re:Rage for Android? by anss123 · · Score: 2

      I agree. karolbe, who I responded to, claimed that one could download an exe from the Android Market and then dl the rest of the data afterwards (from somewhere else). On appstore all data is stored on Apple's servers, which is what JC wants.

    41. Re:Rage for Android? by LynnwoodRooster · · Score: 1

      If you buy a game for "Windows"... it never works out of the box. Hell there are so many PC's being sold right now that won't even play 10 year old games. Who should I blame?

      Funny, I was just tweaking a DOS utility I use for calibrating my parallel-port based force meter yesterday. And I'm doing the software development (MSVC 1.52c for DOS) on my Windows 7 x64 Ultimate platform. Seems like 20 year old software that runs only on DOS, and directly accesses the hardware works on the latest and greatest Windows platform.

      I think you should blame trolls like yourself...

      --
      Browsing at +1 - no ACs, I ignore their posts. So refreshing!
    42. Re:Rage for Android? by Trent+Hawkins · · Score: 1

      The guy is trying to populate the moon with autonomous robots; video game are his hobby.

    43. Re:Rage for Android? by milkmage · · Score: 1

      read between the lines.. and read the line you included in your post:

      what the hell does this mean, and how is Steam for Android going to help?

      "300 or 400 SKU's that they had to for all the worldwide feature phone splits that we had from our four base versions" ...while not FEATURE phones, there have to be at least 100 SKU's running some flavor of Android. Steam will address the download cap, but how does Steam make cutting edge graphics run well on older machines?

      Angry Birds guys have addressed this already:
      http://www.rovio.com/index.php?mact=Blogs,cntnt01,showentry,0&cntnt01entryid=47&cntnt01returnid=58

    44. Re:Rage for Android? by Anonymous Coward · · Score: 0

      Street fighter? Really? C'mon. Uhuh, pick one game that never should have touched a PC in the first place. Yeah, it's a real shocker that game didn't sell.

    45. Re:Rage for Android? by Tharsman · · Score: 1

      Actually, he did:

      Even in the old days of the feature phone world, we always had EA Mobile or JAMDAT to build the 300 or 400 SKUs that they had for all the worldwide feature phone splits that we had from our four base versions. And we may yet wind up partnering with somebody else to do that level of broad support, but that's a little less satisfying when we're doing something that's pushing the limit graphically, because you don't have a second-tier company port your stuff to other graphics architectures and expect it to remain cutting-edge.

      He is talking there about having some one else deal with the "fragmentation" or "splits", but also mentions it is not really an option with such graphically intensive games.

    46. Re:Rage for Android? by ColdWetDog · · Score: 2

      The last... 50 or so (random number)... Windows games I bought, all worked out of the box. The last 1 Mac game I tried to play, didn't.

      Of course they won't. You need a Mac to run it on.Sheesh.

      And I thought that gamers were smart...

      --
      Faster! Faster! Faster would be better!
    47. Re:Rage for Android? by tlhIngan · · Score: 1

      The hardware of latest iPhone is pretty similar to many high end android devices, in fact some Android devices actually have slightly higher specs in terms of horsepower.

      To be absolutely correct, the iPhones have worse hardware than the Androids. Original iPhone, iPhone 3G - 400MHz CPU. G1 - 525MHz CPU. iPhone 3GS - 600MHz CPU, everyone else running 800+MHz CPUs. iPhone4 - 800MHz CPU, high-end Androids - 1GHz. iPhones have lower end hardware compared to the high-end Android devices. Sure there are architectural differences (ARM11 on iPhone/iPhone 3G, Cortex A8 on iPhone 3GS/4, Snapdragon/Cortex A8 on Android phones), but it's minimal compared to the reality that iPhone hardware is just lower spec.

    48. Re:Rage for Android? by Tharsman · · Score: 1

      But that is the thing, it's not about "Porting to Android" anymore, it becomes about "Porting for Specific Device".

      Carmack wrote Rage not for the iOS, but specifically for the two GPUs the iOS currently runs on. He even made note that had he known more on the specs he may had just gone to support the latest one (shared by iPhone 3gs, 4, iPod 3rdGen, 4rthGen, iPad)

      With Android, you have a huge array of specs, and measuring the CPU speed alone is not enough, you need more info on each unit and their GPU, so you end not porting to "Android", you port to specific hardware that happens to run Android (BTW is there any resource by Google on how many Android installs run what CPU/GPU? I know they have screen size and version distribution data but I have not seen anything on CPU/GPU.)

      A standarized label of sort may help, but they may refuse to go that path as it may be a public acknowledgement of their current hardware fragmentation "issues", wich they claim do not exist.

    49. Re:Rage for Android? by bonch · · Score: 3, Interesting

      So that's why Valve/Bioware/Blizzard have ported their games to Android...oh, wait.

      Carmack's technology is on the cutting edge of real-time 3D rendering, so of course he's going to worry more about supporting hardware platforms and their specific features. Bioware targets consoles which are fixed in features, Valve targets hardware of yesteryear, and Blizzard targets hardware from the stone age, so their concerns are obviously going to be a little different than id Software's.

      It sounds to me like some people are just annoyed that Carmack is being critical of their beloved Android platform.

    50. Re:Rage for Android? by tepples · · Score: 1

      Uhuh, pick one game that never should have touched a PC in the first place.

      Why not have fighting games on a PC? PCs can display on TVs ever since Best Buy stopped selling CRT SDTVs in favor of LCD and plasma HDTVs, just about all of which have VGA+audio and HDMI inputs. If, for example, MUGEN were for consoles, how would its developer have become licensed by the console makers first?

    51. Re:Rage for Android? by s73v3r · · Score: 1

      That's not a bad idea. A new marketplace, directed solely at games. The only things it would have to do really well are search, and basically telling you if your phone can even handle Game X. I don't know if it should allow you to buy regardless, though.

    52. Re:Rage for Android? by s73v3r · · Score: 1

      No, he did call out a fragmentation issue: The one in the graphics hardware. Because of the different chips used, he can't use the 2-bit compression that he can use on iOS.

    53. Re:Rage for Android? by wastedlife · · Score: 1

      That's not a fragmentation issue like you're suggesting it is, people suggest that there's some sort of fragmentation problem, but Google has that figured out and the only people that are harmed by it are people who bought early Android phones and ones with custom UI. Pretty much all the newer ones should be easily handled by somebody with the technical skills that John has.

      How many Android phones do not have a custom UI? Or are you not referring to things like TouchWiz, MOTOBLUR, and Sense? Also, for every big android phone of the month like EVO, Galaxy S, Nexus One, G2, or Nexus S, there are at least 20 new phones with near minimum specs and Android 1.6 or 2.1 if you are lucky. Don't get me wrong, I love my EVO, but with graphically intensive games it helps to have less hardware and software differences to compensate for. If they only target, say, phones with Froyo and 1 Ghz or faster processor, they are limited to Nexus One, EVO, Droid X, Droid 2, G2, and maybe a few others(IIRC the US Galaxy S phones do not have 2.2 yet, but the European models do).

      --
      Said, "It's just like dice but it's got more sides And it tells me who lives and who dies"
    54. Re:Rage for Android? by jo_ham · · Score: 1

      Which game was it?

      And do you actually have a Mac, or did you try to install it on Windows. If you had "50" Windows games, I would assume you were flush with assorted PC hardware over a few generations.

      The only Mac game I have come across that doesn't work very well is EvE Online, more because it's a hideous, hideous hack job, shoved into an emulation container that causes weird graphical errors after you quit it. It also crashes after a couple of hours unless you restart it - I think it has a memory leak. Given that it's not a native game and is instead an emulation wrapper around the Windows client I'm amazed it worked as well as it did. I still wouldn't call it "not working out of the box" though.

    55. Re:Rage for Android? by Gizzmonic · · Score: 1

      The fragmentation issue is honestly just marketing nonsense. ...
      The problem is plain and simply that of a console vs an open platform.

      'Fragmentation' is as good a word as any to describe the variance in hardware and software experienced by the typical PC developer.

      Carmack is abandoning his roots in favour of console development. It's shameful.

      Are you one of those people that immediately start hating a band when they get popular? I've never understood this viewpoint. Shouldn't you be happy that Carmack is making more money and entertaining a larger audience? Have you forgotten all he's done to elevate PC gaming overall?

      --
      (-1, Raw and Uncut is the only way to read)
    56. Re:Rage for Android? by thetoadwarrior · · Score: 2

      But I can write code for the "Wii OS" and know it will work across all Wiis.Coding for Android and you either need to limit your market or cater to the lowest common denominator because you can't guarantee what controls hardware they'll have.

    57. Re:Rage for Android? by Anonymous Coward · · Score: 0

      You still haven't noticed that he would have to invest in his own server farm. That takes time, money and a few employees to do. He is complaining that there is not enough incentive to do it. He is in the business of making games and not publishing them. If he were even slightly interested in that end of the game market, he would be selling licenses to his new engine.

    58. Re:Rage for Android? by mattack2 · · Score: 2

      the phones that were sold with 1.6 can be upgraded to 2.2 for free by anyone who cares.

      Really? Is it guaranteed that all phones can be upgraded? I've seen various CNET video podcast reviews of phones _recently_ that still shipped with 1.x (I think 1.5 or 1.6) on them. These were low end phones. Can they all be upgraded, even if there were phone maker upgrades (i.e. the various extra UI things they add on).

      I'm just curious, I'm not going to get an Android phone. The CNET reviewers seemed surprised that phones were continuing to ship with these old versions though.

    59. Re:Rage for Android? by anss123 · · Score: 1

      Not sure how you're reading that from my posts. I wasn't advocating karolbe's solution.

    60. Re:Rage for Android? by beakerMeep · · Score: 1

      You hear what you want to hear. If you wanted an Android specific example, it doesnt take long to see Gameloft has setup their own (Steam-like) market, completely shutting out Google. They clearly see a chance to make some money (though they are not without complaint towards Android either).

      But that wasn't the topic at hand. It was an analogy as to why Carmack hasn't had as much success as he could have on the PC and console platforms.

      The purpose of the analogy was that he *could* see challenge as opportunity. But since that analogy didn't fit your conclusion that "people are just annoyed" you tried to change the premise to why those PC/console vendors aren't into mobile gaming, which is irrelevant.

      I really don't mean this to sound rude but, maybe you should examine your own motives for posting rather than play amrchiar psychologist to Slashdot?

      --
      meep
    61. Re:Rage for Android? by DinDaddy · · Score: 1

      You can distribute only the exe through the Market which will download (during the first run) rest of application data to SD card*.

      *strategy void for Nexus S owners.

    62. Re:Rage for Android? by karolbe · · Score: 1

      Nexus S has 16GB of internal memory.

    63. Re:Rage for Android? by TiberiusMonkey · · Score: 1

      It was EVE Online, and I agree it was pretty cool that it worked at all on a Mac or Linux but hack job or not it didn't work out of the box, I'm not even sure how you can say it wasn't working out of the box because mine, well, wasn't working out of the box. I can't even remember the last Windows game I played that didn't work out of the box, I have a feeling it was Everquest II, and that was a day one MMO release. The point being, not that I'm a Windows fan or a Mac hater (because I'm not, far far from it) but statements that "if you buy a game for Windows... it never works out of the box" and "if you buy a game for the Mac, guess what, it works out of the box" are basically, utter lies. Even if the limited number of Mac games I've played ALL work out of the box (and maybe they mostly all do), it still doesn't make "Windows games never work out of the box" true. As a matter of fact, the whole reason my gaming machine is still Windows and the rest of my life is Linux is because I can stick a DVD in the drive, install the game and be playing it without any messing. The days where I had to hack at my autoexec.bat in DOS just to get a game to start are long long ago.

    64. Re:Rage for Android? by TiberiusMonkey · · Score: 1

      typo, was meant to read - *how you can say it WAS working out of the box* Proof read Monkey, proof read.

    65. Re:Rage for Android? by Anonymous Coward · · Score: 0

      You are a fucking idiot.

    66. Re:Rage for Android? by TiberiusMonkey · · Score: 1

      While I agree that there is no reason fighting games shouldn't be on the PC, there is clearly very little want for them, Capcom dropped the game from PCs because people just didn't buy it which had nothing at all to do with fragmentation. I still can't think of a PC developer that has complained about fragmentation and then dropped the PC to develop totally for consoles, Bungie is the only one I can think of that intended for their game to be on PC but ended up elsewhere and again, that had nothing to do with fragmentation.

    67. Re:Rage for Android? by jo_ham · · Score: 1

      My point was solely about addressing the Mac point, not talking about the Windows side of thing. Your single data point was pretty much your argument for saying "well, in my experience, 100% of Mac games don't work out of the box, and my 50 Windows games that all work prove the reverse."

      The main issues I see with games not working on Windows are down to things like aggressive DRM or anti copy measures, like failing to run if you have two CD drives, or dropping you out of the game if you lose internet connection briefly, even in a solo campaign.

    68. Re:Rage for Android? by brkello · · Score: 1

      It has nothing to do with Marketplace or the Appstore. It has to do with less diversity of hardware you have to support.

      --
      Support a great indie game: http://www.abaddon360.com
    69. Re:Rage for Android? by brkello · · Score: 1

      They aren't going to lock down the manufacturers. That's the opposite of the whole concept of Android.

      --
      Support a great indie game: http://www.abaddon360.com
  2. Message to Google HQ! by polyp2000 · · Score: 2

    Google, are you listening? .. DO SOMETHING ABOUT THIS !!!!

    There should be no reason for to be grumbling about things like this - I would at least hope Google should be listening to when people like John Carmack have something to say. Particularly when there is so much of an opportunity here when other Android devices start hitting the shelves eg: GoogleTV may be a much more viable gaming platform. I say Fix this Meme - as soon as possible - a little brown nosing might be in order.

    N.

    --
    Electronic Music Made Using Linux http://soundcloud.com/polyp
    1. Re:Message to Google HQ! by Anonymous Coward · · Score: 0

      I was really concerned about this at first, as you clearly are, but then I remembered that although Carmack is a legend, he sadly is not very relevant these days. For a simple view of why, look at the list of:

      id Tech 4 (Doom 3 engine) games

      vs

      Unreal Engine 3 games

      While Google should pay attention to Carmack's statements, I don't think they are cause for panic with regard to Android gaming. I think Carmack is a rich nerd who just wants to do fun stuff now (this is not meant as an insult). That's not necessarily a big or important section of the dev community.

      If the guys at Epic came forward and said the same thing that could be quite concerning.

    2. Re:Message to Google HQ! by brkello · · Score: 1

      Google makes the OS, not the phones. What do you expect them to do?

      --
      Support a great indie game: http://www.abaddon360.com
  3. If there were a Mt. Rushmore of computer gaming... by 0olong · · Score: 1

    John Carmack's head would not only be on it, it would have the highest polygon count.

    Umm, what about Shigeru Miyamoto?

    Ahh, wait, no, his head would be built out of sprites.

  4. Re:First by Lissajous · · Score: 0, Offtopic

    You got it, but because the rest of /. is too busy doing submission compatibility testing on their Androids.

  5. Steam for Android? by icebraining · · Score: 1

    From what I could understand from TFA, the problem is with the limitations of the Marketplace, not Android itself.

    If a distribution service with support for games' specific problems is needed, wouldn't there be a market opportunity in developing a Steam-like app with its own distribution service and game library management?

    The only problem I can see is that apps can't install other apps, but they can download the APK and call the installer for it, so it might not be that problematic...

    1. Re:Steam for Android? by ducomputergeek · · Score: 1

      Maybe, but then you start having to support multiple distribution points, chances are with their own rules, and own payout rules, etc.. That starts to be a hassle. One thing that Apple makes easy is one place that handles all the hosting and payments. Yeah, 30% sounds like a lot, but right now the costs of maintaining our own servers and doing our own marketing for our desktop app accounts for 40% of the costs. I have one full-time employee doing nothing but handling the payments and another maintaining our servers and E-Commerce store.

      --
      "The problem with socialism is eventually you run out of other people's money" - Thatcher.
    2. Re:Steam for Android? by icebraining · · Score: 1

      On the contrary, if a Steam like app was developed, you could have one distribution point for all the mobile platforms except the iPhone/Pad, because Apple wouldn't allow it (it's competition to their store).

      And it could handle all the hosting and payments, so I don't see the downside compared to the Apple App Store.

  6. Carmack Makes Other Valid Points by polyp2000 · · Score: 3, Interesting

    That which apply to both Android and iPhone.

    In that touch screen interfaces are a burden to game design.
    "You're somewhat hampered by the touch interface—there's a lot of places where tactile controls really are better—but you can definitely do a lot."

    Its possible to get creative - but it doesnt matter how many polygons NG smartphones can push - a touch screen is not a good interface for Doom 3 for example.

    --
    Electronic Music Made Using Linux http://soundcloud.com/polyp
    1. Re:Carmack Makes Other Valid Points by vux984 · · Score: 1

      Its possible to get creative - but it doesnt matter how many polygons NG smartphones can push - a touch screen is not a good interface for Doom 3 for example.

      Its not even much good for Doom 1.

    2. Re:Carmack Makes Other Valid Points by slim · · Score: 1

      a touch screen is not a good interface for Doom 3 for example.

      ... but it's the perfect interface for Angry Birds, or Slitherlink, or Small World.

      I'm sure someone could conceive of a game that's graphically demanding and suits touch screens. Whether it would be more compelling than the existing, less graphically intensive offerings, is another matter.

    3. Re:Carmack Makes Other Valid Points by zigurat667 · · Score: 2

      The touch screen interface problem is what makes me wonder why the hell Carmack is so eager about iPhone development. It just plainly sucks to control a game by moving the device. For a FPS you want to look at the screen from the same angle all the time, no matter how good the screen may be.

    4. Re:Carmack Makes Other Valid Points by Anonymous Coward · · Score: 0

      Its all about the $$$$$

    5. Re:Carmack Makes Other Valid Points by donscarletti · · Score: 1

      it's the perfect interface for Angry Birds, or Slitherlink, or Small World.

      I've got a 3gs, it runs Carmack's Rage rail shooter quite well, but Angry Birds really seems to have a problem with responsiveness and smoothness. In general, you can get a lot of graphical punch from the same resources used to cover inefficient coding. Seems like the Angry Birds developer need more computational grunt much more than JC does.

      --
      When Argumentum ad Hominem falls short, try Argumentum ad Matrem
    6. Re:Carmack Makes Other Valid Points by quacking+duck · · Score: 1

      I havea 3GS too, the responsiveness issues may be related to its Gamecenter integration. It stutters frequently when I have wireless or 3G on, but I was in airplane mode one time and found it was back to it's usual smoothness.

      Not to excuse the devs, they should still improve whatever code is causing the stuttering.

    7. Re:Carmack Makes Other Valid Points by adolf · · Score: 1

      Having played Doom 1 on my first-gen iPod Touch, I must say that it works fine. The biggest problem for basic gameplay was that my fingers were in the way all of the time, and the first-gen lacked any manner of speaker.

      Back on the topic of Android and gaming: I've seen some really incredible graphics on that old iPod (and Doom wasn't it), but with my fancy-pants overclocked Droid the most impressive game I've seen is Angry Birds.

      IIRC, Google Earth runs better on my iPod than on the Droid, too.

      But so what?

      I didn't buy a gaming device. Instead, I bought a pocket computer with a telephone built in. And for computing, it works great. It even helped me sort out the wiring on a Crown Vic today.

      *shrug*

    8. Re:Carmack Makes Other Valid Points by vux984 · · Score: 1

      Having played Doom 1 on my first-gen iPod Touch, I must say that it works fine

      Having played doom 1 on my first gen ipod, and iphone 3G I must disagree.

      The first couple levels were playable.

      The later levels at advanced difficulty were not playable because the controls were too limited.

    9. Re:Carmack Makes Other Valid Points by adolf · · Score: 1

      The later levels at advanced difficulty were not playable because the controls were too limited.

      I disagree.

      I think you just need to try harder.

    10. Re:Carmack Makes Other Valid Points by vux984 · · Score: 1

      I think you just need to try harder.

      I don't think that adequately addresses the shortcomings of the control scheme options. The lack of tactile feedback isn't addressed. Your fingers on the screen isn't resolved. Tilting to strafe or aim is downright clumsy.

      I've played many games with terrible controls in my life. And "try harder" can overcome them, but they are still terrible controls.

      It may be the best they could do, and I'm impressed with what they accomplished, but its still not anywhere near as good as having proper controls.

    11. Re:Carmack Makes Other Valid Points by adolf · · Score: 1

      I was joking...but if you want to be serious:

      I never played anything past the middle of the first level. It, to me, was just a tech demo, and I felt it to be a surprisingly well-executed one at that. (I lost my taste for most of the traditional, twitch-based FPS genre somewhere around the time that I gained my taste for fine Belgian ales, and saw no merit in going any further than "Wow, this is really neat. It looks better than I remember it. Next!")

      But I did, once upon a time, complete Doom on a PC. Time has lost whether it was using a fast 386 or a slow 486, but the deed was done. Furthermore, at the time, I was using an Cirque (now Alps) Glidepoint touchpad exclusively instead of a mouse...which isn't all that dissimilar from the interface on the iPod.

      And, in an admission of long-ago newbness, I did so without strafing. I remember learning the merits of the strafe the hard way, by playing Quake deathmatches online and puzzling over the fact that people kept killing me with such ease until I realized "Oh! That's what the strafe function is for!". It logically follows that in the days of Doom, I had no concept of the technique.

      So. I still think you should try harder.

    12. Re:Carmack Makes Other Valid Points by vux984 · · Score: 1

      But I did, once upon a time, complete Doom on a PC. Time has lost whether it was using a fast 386 or a slow 486, but the deed was done. Furthermore, at the time, I was using an Cirque (now Alps) Glidepoint touchpad exclusively instead of a mouse...which isn't all that dissimilar from the interface on the iPod.

      I actually played the original without a mouse. It wasn't until Duke Nukem 3D / Quake I that I started using a mouse.

      Doom didn't support looking up/down; the mouse wasn't necessary, and none of my friends used it for doom. We played with our right hands on WASD and our left on the number keypad. (Although we had one nut that used a joystick+keyboard)

      Coincidentally I did have a Cirque touch pad; although somewhat later. (Pentium 1 era)

      I did so without strafing. I remember learning the merits of the strafe the hard way, by playing Quake deathmatches online and puzzling over the fact that people kept killing me with such ease until I realized "Oh! That's what the strafe function is for!". It logically follows that in the days of Doom, I had no concept of the technique.

      I don't doubt you could have completed the game without strafe. But I'm EXTREMELY skeptical you did it on "Ultra Violent" or "Nightmare" and/or that you could do it without dying/respawning.

      So. I still think you should try harder.

      Is that what your strafing quake combatants told you until you had your strafe epiphany? ;)

    13. Re:Carmack Makes Other Valid Points by adolf · · Score: 1

      I don't doubt you could have completed the game without strafe. But I'm EXTREMELY skeptical you did it on "Ultra Violent" or "Nightmare" and/or that you could do it without dying/respawning.

      OK. You got me.

      I did not win the most difficult levels. In fact, I couldn't stand to play like that at all: At higher difficulties, I found the game to be untenable.

      I therefore am, and provably have been since Day 1 of the genre, a lousy FPS gamer and shall never comment on this topic again as I am positively unqualified to do so. You win. Accordingly, it is decided that FPS gaming on the iPod sucks.

      Gratz. :)

      Meanwhile, I'm amazed that someone might actually remember Cirque. I used to have a Glidepoint-equipped Cirque keyboard with normal rectangular keyboard dimensions. It fit wonderfully into my (no longer produced, but still useful, sturdy, and used) solid steel articulated keyboard drawer. The Glidepoint bit of it neatly replaced the inverted-T arrow keys, which I didn't miss at all since I cut my teeth on an XT with an 88-key keyboard and never used the numeric keypad for numerics anyway.

      It even went "click," like a proper IBM Model M or Chicony. It was the best keyboard I've ever used.

      After a few happy years together with me and the keyboard, the dog at the time ate the cable and connectors for it. I've never found another keyboard like it, nor a suitable modern replacement. (Nor did I ever find the connectors after they passed through the dog, so that I might have a means of figuring out which color(s) would go to which pin(s) (and, yes, I looked (and it was gross.).)

      *sigh*

    14. Re:Carmack Makes Other Valid Points by vux984 · · Score: 1

      Gratz. :)

      Yet my victory is hollow and empty. By your self deprecation you have robbed it of all its delectable succulence. Bravo! :p

      Meanwhile, I'm amazed that someone might actually remember Cirque.

      Your mention got me to go looking for it on the web... it was a cirque power cat:
      http://www.ergocanada.com/products/other/cirque_power_cat.html

      Cool tech that was ahead of its time. I don't think it was really surpassed in modern laptops until apple's multi-touch pad on the macbook pro. I didn't know cirque was absorbed by ALPS until you mentioned it either; thanks for triggering this trip down memory lane. :)

  7. Hardware incompatibility beyond Google's control by perpenso · · Score: 4, Insightful

    For games that need more performance than a Java-like environment can offer ...

    iOS has two advantages. A single native binary can target all iPhone, iPod touch and iPad devices. There is a single digital distribution channel, the App Store.

    With Android handset/tablet manufacturers are free to use different CPUs, GPU, etc. They may also be using different versions of Android. Different versions of the game may be necessary for the different permutations. This complicates the coding and testing. Having to deal with manufacturer specific stores might add to the overhead. These sort of problems are the "cost" of having an open platform like Android and there is not really anything Google can do about it.

  8. Re:Hardware incompatibility beyond Google's contro by Anonymous Coward · · Score: 0

    High level languages need not be slower than low level languages?

    Not that I believe that myself. I am actually a game developer who wishes to remain anonymous. I code strictly in native code. But is there even Android hardware that's not ARM based? I get that Google wants to keep the platform open (in both hardware and software). But it's really not that big of a deal to compile your code twice. I tend to code for x86 and PPC both all the time. The only difference in a well designed codebase is the extra compile time. Yes, it does complicate the cost of testing, but is it really any worse than the PC nightmare of having to code for nVidia, ATi, and Intel? (OpenGL 2, OpenGL 3, DX9, DX10)?

  9. Have you ever heard John Carmack talk? by Anonymous Coward · · Score: 0

    John Carmack talking in real life kind of reminds me of Adam Sandlers excited southerner without the stuttering.

  10. Re:Hardware incompatibility beyond Google's contro by Anonymous Coward · · Score: 0

    Intel based devices are on their way. There are already two versions of OpenGL ES. And things will only get more fragmented over time. Hence the lower enthusiasm.

  11. Re:Hardware incompatibility beyond Google's contro by digitig · · Score: 2, Informative

    High level languages need not be slower than low level languages?

    Not that I believe that myself.

    Although in theory low level languages can always be faster, the real-world situation is that a high level language with good optimisation is likely to be faster than the low level language because tweaking of the low-level code is limited by cost and timescale constraints.

    --
    Quidnam Latine loqui modo coepi?
  12. Re:Hardware incompatibility beyond Google's contro by Anonymous Coward · · Score: 0

    The issue is that if the platform is too open, none of the optional stuff will ever be supported, and thus you are only developing for the most common denominator of hardware. You see this all the time on game consoles and their accessories. They only support the controller that came with the system.

    This is one of the problems prevalent with the non-Apple smart phones. Name one phone that I can copy "my data" , games and all from and have it work on a new device from a different manufacturer. Or even the same manufacturer. Good god, I'll never touch a LG, Samsung, Sony-Ericcson, or Motorola phone, ever.

  13. owner demographic by Anonymous Coward · · Score: 0

    but! say the words "DOOM and QUAKE!" to a 1,000 random iphoners and 1,000 random androiders and see how many insta-buys he gets from each group.

    it'd be worth the pain mr carmack.

  14. Re:Hardware incompatibility beyond Google's contro by Narishma · · Score: 3, Informative

    In my experience it's the other way around. In theory managed languages (stuff like C# and Java) can be better optimized since you have more information at runtime but in practice I've never seen any useful code written in those languages outperform similar stuff in C or C++.

    --
    Mada mada dane.
  15. Re:Hardware incompatibility beyond Google's contro by Anonymous Coward · · Score: 0

    High level languages make design decisions that limit optimization potential. See: Java's garbage collection, array bounds checking, lack of stack allocation, enforced type safety, lack of unsigned types...

  16. Re:Hardware incompatibility beyond Google's contro by fredrik70 · · Score: 1

    You can set what android version you are targeting in the market, I also belive that the latest version of android comes with a minimum hardware spec,

    --
    if (!signature) { throw std::runtime_error("No sig!"); }
  17. Re:Hardware incompatibility beyond Google's contro by master_p · · Score: 3, Insightful

    It's the Computer vs Console battle all over again. In the end, someone came out with an API for games (Direct3d), and therefore the problem was minimized quite a lot. As handheld devices become more powerful, someone will introduce an API that makes game programming much easier for Android devices.

  18. Re:Hardware incompatibility beyond Google's contro by digitig · · Score: 1

    By "lower level" I was thinking of the native code that the message I replied to mentioned. Yes, the fastest is probably a couple of steps behind the leading edge. C used to be consistently slower than assembly. By the time C optimisers fixed that, C++ was out and everybody was complaining about the performance drag of exceptions. Now that C++ is pretty much up to speed we have managed code which, yes, presents a performance drag. At the moment. Expect that to be fixed in a couple of years, but expect the latest languages then to have something else that hits performance.

    --
    Quidnam Latine loqui modo coepi?
  19. Re:Hardware incompatibility beyond Google's contro by digitig · · Score: 1

    True, although Java is a particularly extreme example. Nothing on that list is a necessary feature of a high-level language except arguably garbage collection, or at least some form prevention of memory leaks. And the assembly programmer should be dealing with that too.

    --
    Quidnam Latine loqui modo coepi?
  20. Don't download textures. by Anonymous Coward · · Score: 1

    Download procedures that generate the textures. Then generate the textures on the target machine. This results in several orders of magnitude less bandwidth requirements.

    1. Re:Don't download textures. by MobileTatsu-NJG · · Score: 2

      .. and an ugly game.

      --

      "I like to lick butts!" by MobileTatsu-NJG (#32700246) (Score:5, Informative)

    2. Re:Don't download textures. by LynnwoodRooster · · Score: 1

      Not if they're rendered into static images at install time... You can put a lot of processing time into rendering those textures once on your machine, after you've downloaded the algorithm to do the texture generation. Yeah, it might be a 5-10 minute hit on first install, but it'll save you about the same amount of time on downloading, and save you a LOT of 3G bandwidth too.

      --
      Browsing at +1 - no ACs, I ignore their posts. So refreshing!
    3. Re:Don't download textures. by MobileTatsu-NJG · · Score: 1

      Right, but that doesn't address what I said. Procedurals are ugly, that's why we don't use them.

      --

      "I like to lick butts!" by MobileTatsu-NJG (#32700246) (Score:5, Informative)

    4. Re:Don't download textures. by Anonymous Coward · · Score: 0

      ... that takes longer to be ready to play on your phone than it would have to download it.

    5. Re:Don't download textures. by LynnwoodRooster · · Score: 1

      Are they ugly because it's impossible to make a good procedural texture, or because the programmer does a half-assed job at the procedural?

      --
      Browsing at +1 - no ACs, I ignore their posts. So refreshing!
    6. Re:Don't download textures. by MobileTatsu-NJG · · Score: 1

      They're ugly because the concept of procedurals isn't so hot. In essence you're trying to reconstruct an image based on mathematical formulas. In theory it's great because you can have detail at any resolution. In practice, they're not that realistic, they're easy to spot, and the algorithm tends to only look convincing at certain sizes. You get a lot more mileage out of using actual photographs for textures. When you use procedurals, it's like back in the original Playstation days when all the games pretty much looked the same.

      With that said, in answering your question another solution popped into mind: Vector-based textures. (I'd like to pause here and thank you for asking for clarification of what I meant instead of just arguing...) I've always wondered why we can't use something like Illustrator to generate textures and get the benefits of the smaller file sizes it uses, as well as the near-infinite resolution it provides. You still have the issue of things looking the same, but you have a lot more flexibility to create a style that you wouldn't have with procedurals.

      --

      "I like to lick butts!" by MobileTatsu-NJG (#32700246) (Score:5, Informative)

    7. Re:Don't download textures. by LynnwoodRooster · · Score: 1

      So one form of procedural - vector based - would work. If we can describe a signal mathematically, we can recreate it within the precision of our description. Doesn't matter if that signal is an RF wave or a texture - or a vector graphic to zoom.

      --
      Browsing at +1 - no ACs, I ignore their posts. So refreshing!
    8. Re:Don't download textures. by Anonymous Coward · · Score: 0

      Please post something to /. when you get a procedural game that isn't crap actually working and enjoyable.

  21. Re:Hardware incompatibility beyond Google's contro by tgd · · Score: 4, Insightful

    Why do you assume Google cares? You are not their customer (unlike Apple). The carrier is Google's customer. You are just eyeballs for advertising.

    Google wins when every crappy phone has Android on it, regardless of the end user's experience. They don't need quality, they need quantity. Being able to use different GPUs and CPUs is critical because that is why you can find Android phones for 1/4 the cost of the high end smart phones.

  22. Of course he's not too keen on it. by Anonymous Coward · · Score: 1

    Since 1992, John Carmack hasn't been so keen on anything, regardless of platform.

    iOS, Android, what's the difference: we'll never see Episode 7: The Universe is Toast! :(

  23. Re:Hardware incompatibility beyond Google's contro by ifrag · · Score: 1

    And C++ is still getting more optimizations and continues to lengthen the performance gap. With the new C++0x and rvalue references, the resource management is getting even better. If the compiled code is already optimized with such detail, I'm not aware of what a runtime environment would be able to offer that a good compiler didn't already consider. And all the talk about garbage collection ends up being less than impressive when using the STL already handles it for you. Runtime can offer a little more protection in the event of poorly written code, but that's just another performance hit.

    --
    Fear is the mind killer.
  24. But the bigger question remains.... by Anonymous Coward · · Score: 0

    Is Carmack even relevant in the game biz anymore, or is he a dinosaur fossil has-been that ought to spend his time playing with rockets instead?

  25. Re:Hardware incompatibility beyond Google's contro by Pollardito · · Score: 1

    High level languages need not be slower than low level languages?

    Not that I believe that myself.

    Although in theory low level languages can always be faster, the real-world situation is that a high level language with good optimisation is likely to be faster than the low level language because tweaking of the low-level code is limited by cost and timescale constraints.

    These companies are paying that cost and spending that time though, and they have a lot of experience at it

  26. Re:Hardware incompatibility beyond Google's contro by LWATCDR · · Score: 1

    "I am actually a game developer who wishes to remain anonymous. I code strictly in native code. "
    Really you code in straight x86 assembly language?
    You don't use any game engines?
    Do you really?
    "I tend to code for x86 and PPC both all the time. The only difference in a well designed codebase is the extra compile time. "
    I guess not.
    You probably code in c or c++ those are not low level languages. C++ sure isn't. I have heard c called a mid level language but low level means assembly as does native.

    So now that we have established that you code in a higher level language what it comes down to is the compiler.
    Here Android does have an issue. The java system on it has not in the past been all that optimized. I am not even sure that it uses a JIT compiler.
    Your statment proves that a high level language need not be slower than a low level one. It all comes down to a problem of code optimization and in this case Android has been at a real disadvantage. If Google can get a really good JIT compiler added to Android it will really help them performance wise.

    BTW just a bit of information on code optimization. C and C++ are terrible languages to try and do code optimization for. The syntax is so flexible that it is actually a rather difficult problem to write a good optimizer for them. That is one of the reasons that even today you still see a lot of HPC apps written in FORTRAN. FORTRAN really optimizes very well and that fact combined with the large number of really good HPC legacy libraries and software means that it still is popular in the HPC community.

    --
    See my blog http://ilovecookes.blogspot.com/ for light hearted technical information.
  27. Wired Xbox 360 controllers work with PCs by tepples · · Score: 1

    That's why every time we see Rage, it's being played with Xbox controllers.

    By "Xbox controllers", did you mean original Xbox controllers (highly unlikely) or Xbox 360 controllers? Wired Xbox 360 controllers work with PCs out of the box, except games that haven't been updated to support XInput along with DirectInput can't read the sum of LT and RT, only their difference.

    1. Re:Wired Xbox 360 controllers work with PCs by morari · · Score: 1

      Xbox 360 controllers.

      I have two of them for my PC that I use for things like Street Fighter IV.

      I don't think that showing off a first-person-shooter with Xbox controllers really gives me a sense of hope however. :P

      --
      "He who can destroy a thing, controls a thing." --Paul Atreides, Dune
  28. Android counterpart to iPod touch by tepples · · Score: 1

    The hardware of latest iPhone is pretty similar to many high end android devices, in fact some Android devices actually have slightly higher specs in terms of horsepower.

    But what Android device is comparable to the iPod touch 4? The more powerful Android phones typically aren't available in a non-cell-phone version without 3G and without a price tag set with the expectation of a carrier subsidy in mind.

    1. Re:Android counterpart to iPod touch by hitmark · · Score: 1

      Archos 43? Except that it lacks various sensors, so Google will not ok Market being bundled with said device.

      Basically, there have been many non-phone Android devices made. But none of them are "Google Android" devices as they lack some requirement or other (before 2.x Google actually required devices to be phones). And it is not a small list. There is accelerometer, compass, gps, camera of a certain minium quality (and with 2.2 and later, bluetooth). I can understand the accelerometer, but the compass, gps and camera is highly individual. But as long as Google makes Market part of their "app pack", rather then being more fine grained (the compass and gps is only really useful when using the location related Google Apps), the problem persists.

      The whole Android management is a mess from the word go. When one even manages to get on the bad side of the Linux dev community, you know you have messed up big time.

      --
      comment first, facts later. http://chem.tufts.edu/AnswersInScience/RelativityofWrong.htm
  29. Slim AMD PC by tepples · · Score: 1

    Hell even the bottom of the line AMD machines have nice Radeon IGPs that play games just fine.

    So can you recommend a make and model of bottom-of-the-line AMD machine in a slimline form factor that I can in turn recommend to friends and family? Google slim AMD PC pulled up this eMachines product as the first result; is it any good? Or this Compaq?

    1. Re:Slim AMD PC by hairyfeet · · Score: 1

      Well the problem is gonna be if you get a teeny tiny the heat dissipation requirements is gonna severally hamper you. if you aren't afraid to DIY there are several shuttle boxes that will take up to a 95w AMD quad, and most of those have not only a nice IGP, but also a PCIe low pro slot that'll let them upgrade easily.

      That said if you really want a teeny tiny and don't mind DIY there is also this one which I have built for a couple of clients as a Windows 7 media tank and it is pretty simple to put together. Heck with the little picture book it comes with my 15 year old could put the thing together, and unlike the eMachine you placed (which isn't a bad box BTW) this one is a dual core.

      That said I'd probably go with the shuttle if it were me. With the shuttle YOU decide how powerful you want it, YOU decide how much RAM, HDD or SSD, etc and YOU can upgrade to a 5xxx or 6xxx low pro if you need more juice. I built one of the shuttles with a 925 quad and a 5450 low pro 1GB and the thing cranks out the pretty on games like Bioshock II and Wolfenstein like nobody's business, and still takes up almost no room on the shelf. Happy hunting and go AMD!

      --
      ACs don't waste your time replying, your posts are never seen by me.
  30. C++0x support in major compilers by tepples · · Score: 1

    With the new C++0x

    How long until an application targeting both GCC and Microsoft Visual C++ can use C++0x features?

    Runtime can offer a little more protection in the event of poorly written code

    Worse yet, code written by third parties. As I understand it, sandboxing of native code isn't yet to the point where one can just load in a DLL and specify fine-grained privileges on what it may access, but I'd love to be proven wrong.

    1. Re:C++0x support in major compilers by ifrag · · Score: 1

      How long until an application targeting both GCC and Microsoft Visual C++ can use C++0x features?

      I suppose until the standard is truely finalized nothing can really be said to have "full" support. As far as the subset of what is existing now, a simple search finds the existing GCC and VC10 supported features.

      --
      Fear is the mind killer.
    2. Re:C++0x support in major compilers by Anonymous Coward · · Score: 0

      Way to change the subject. Troll.

  31. Native as opposed to managed by tepples · · Score: 1

    low level means assembly as does native.

    I thought native meant languages intended for an unmanaged environment, such as C or standard C++, as opposed to languages intended for a managed environment, such as Java, C#, Python, VB.net, or the verifiably type-safe version of C++/CLI.

    1. Re:Native as opposed to managed by LWATCDR · · Score: 1

      It can but C#, Java, Python, and VB.net can all be compiled to assembly.

      Native and low level are really very nebulous terms.
      It used to be just assembly ,compiled, and interpreted. Compiled and interpreted had everything to do with implementation and not the language. I have used interpreted COBOL and compiled Basic.
      Then you had the virtual machine languages. The first famous one was Pascal. Pascal originally compiled down to P code. Those systems where all the rage for a while in universities between Pascal and the MIX.
      Now you have
      Assembly which isn't used very often anymore.
      Interpreted which now often are tokenized at run time and resemble the older virtual machine systems like P-Code that traditional interpreters.
      The new "managed code" which now often have use a just in time compiler so they are getting more and more like compiled languages.
      And then you have traditional compilers that with things like LLVM are becoming more like virtual machines!
      But in the end unless you are writing in assembly language you are not programming really doing anything "native".
      Every modern compiler takes whats you write and then applies optimizations. What you write and what the CPU sees tend to very different which is a good thing.
      But what it comes down too is optimization. Frankly managed code on modern systems tends to be pretty dang good. The one down side is that it allows for sloppy programming.
      In the end managed code doesn't usually have a large impact on the speed of a program. What it often does is allow a program that would have never ran run slowly.
      If you write good tight code it will run very fast unless the tools just suck.

      --
      See my blog http://ilovecookes.blogspot.com/ for light hearted technical information.
    2. Re:Native as opposed to managed by tepples · · Score: 1

      It can but C#, Java, Python, and VB.net can all be compiled to assembly.

      As a JIT compiler with the bytecode appended. And good luck trying to get C# to run efficiently on a handheld device with 4 MB of RAM of which tens of millions have been sold; you'll probably have to port the whole VM too.

      Then you had the virtual machine languages.

      And as you start to point out, the difference between these and the modern managed languages is an implementation issue.

      But in the end unless you are writing in assembly language you are not programming really doing anything "native". Every modern compiler takes whats you write and then applies optimizations.

      People who code for embedded systems often look at what the optimizer is putting out and use that to figure out what hints to give the compiler (such as use of the restrict keyword). It's one step removed from assembly language, but it's better in programmer time=money terms than having to write your program once for each platform that you plan to support.

      In the end managed code doesn't usually have a large impact on the speed of a program. What it often does is allow a program that would have never ran run slowly.

      In the case of a few platforms that I can think of, "would have never ran" is because of the platform owner's politics. RIM won't let unmanaged code run in BlackBerry, and Microsoft won't let unmanaged third-party code run in Xbox Indie Games or Windows Phone 7. Nor will web browser makers let unmanaged code run since the abuse of ActiveX, apart from Google's NaCl sandbox project, and even NaCl is becoming PNaCl, a bytecode-based system based on LLVM.

    3. Re:Native as opposed to managed by LWATCDR · · Score: 1

      Never ran because the code would have blown chunks.
      Managed code can let terrible code run that would have suffered massive memory leaks or other issues with under c.

      --
      See my blog http://ilovecookes.blogspot.com/ for light hearted technical information.
  32. Re:Hardware incompatibility beyond Google's contro by tepples · · Score: 1

    The carrier is Google's customer.

    If Google wants more customers, then why hasn't it made more of an effort to expand Android past phones? Google could compete with iPod touch by allowing access to its Market from portable media players such as those made by Archos.

  33. Search results: over 9000 by tepples · · Score: 1
    A myriad is over 9000.

    but right now the costs of maintaining our own servers and doing our own marketing for our desktop app accounts for 40% of the costs.

    App Store doesn't do all the marketing for you. Helping users find and choose your app from among the myriads of apps in the App Store is your job. If promoting your application with advertisements is 10% of the costs, then you're breaking even with Apple's cut.

    1. Re:Search results: over 9000 by ColdWetDog · · Score: 1

      A myriad is over 9000.

      My goodness! A quantity Nazi. Slashdot always delights...

      --
      Faster! Faster! Faster would be better!
  34. AT&T lacks "Unknown sources" by tepples · · Score: 1

    if a Steam like app was developed, you could have one distribution point for all the mobile platforms except the iPhone/Pad, because Apple wouldn't allow it (it's competition to their store).

    Not really. Like Apple, Google chooses not to carry Market alternatives to the store. So the user would have to turn on "Unknown sources" and install a Market alternative through an APK, but AT&T has customized the firmware on its Android phones, such as Motorola Backflip and HTC Aria, to keep "Unknown sources" permanently off.

  35. "are a burden to game design" by tepples · · Score: 1

    touch screen interfaces are a burden to game design

    Any more than gamepads "are a burden to game design" on consoles? Or small screens that only one person can comfortably fit around at a time "are a burden to game design" on desktop PCs? Different platforms have different favorite genres.

  36. Java has worked its evil again... by Joce640k · · Score: 1

    Android's biggest strength is also its biggest weakness - Java.

    --
    No sig today...
  37. Re:Hardware incompatibility beyond Google's contro by tgd · · Score: 1

    Have you completely missed all the Android-based tablets, or the Google TV?

    Android is all over the place in embedded consumer systems.

  38. Assembly is faster than c/c++ by perpenso · · Score: 1

    Although in theory low level languages can always be faster, the real-world situation is that a high level language with good optimisation is likely to be faster than the low level language because tweaking of the low-level code is limited by cost and timescale constraints.

    No. In the real world c/c++ is usually faster than assembly because most programmer are poor assembly language programmers. However good assembly language programmers routinely beat the compiler. I've added a couple of fps to a game by identifying a couple of key points in the code via profiling and replacing c/c++ code with about 100 lines of assembly. Its not simply a matter of optimizing the scheduling of instructions and memory access, its also the fact that the programmer has more information about what is going on than the compiler and can leverage that.

  39. Re:First by Lissajous · · Score: 1

    Not that I mind the negative Karma, but why on earth is this Off Topic? It's a response to a First Post (that *got* First Post), contextualized to the subject (referencing JCs fear of slipping back to the quagmire of feature phones with compatibility testing issues galore).

    Or, to put it another way for the moderator in question......"wooosh"!

  40. He specifically mentions fragmentation by bonch · · Score: 2

    Uh, he specifically mentions fragmentation:

    "Even in the old days of the feature phone world, we always had EA Mobile or JAMDAT to build the 300 or 400 SKUs that they had for all the worldwide feature phone splits that we had from our four base versions."

    Steam for Android wouldn't magically solve that.

  41. No Market and not sold in stores by tepples · · Score: 1

    Have you completely missed all the Android-based tablets

    The two Best Buy stores in my home town appear to have "completely missed all the Android-based tablets". Each store has the Archos 7 and one other 7" tablet, and that's it. No Archos 5, no Archos 43, and those that are there don't have official access to Android Market but instead have AppsLib, which has a far smaller selection. The fact that telephones have Android Market but tablets have AppsLib is part of the fragmentation that Mr. Carmack complains about. And as for buying an Archos tablet online before I have tried it, how do I know that I will like something so that I'm not out return shipping + 15% restocking fee?

  42. Re:Hardware incompatibility beyond Google's contro by zeroshade · · Score: 1

    I just wanted to point out that Android introduced a JIT compiler in Froyo (2.2). That and it has the Native Development Kit for developing using C/C++ which has been greatly expanded and improved upon in Android 2.3.

  43. I agree with Carmack by thetoadwarrior · · Score: 3, Interesting

    I own an Android phone and I love it but I'm not sure I could be bothered to develop for it. You can't guarantee what the user will have and you can't even rely on the store to show your product in the best light.

    For instance, there was some fuss being made over Angry Birds. I decide to check it out. It shows up in my app market, there are no limits listed so I download it. It fails. No error message than it's not gonna happen. Was it a bad net connection or was my phone not up to it? Fuck if I know.

    Google maps was updated and crashing constantly (like upon boot up) and as long as it went on I suspect it was only happening to older versions like mine (1.6). Another app bricked my Android and considering I mainly only use Google made apps and connect bot it's not like I'm downloading shit.

    The hardware guys aren't willing to update my software and Google isn't doing enough to guarantee I only see apps I can run. That's shit and something like Rage would cause such a hassle for ID, imo, so I wouldn't bother if I were them.

  44. Re:Hardware incompatibility beyond Google's contro by walshy007 · · Score: 1

    Nokia smartphone to nokia smartphone, everything transfers just fine.

  45. Re:Hardware incompatibility beyond Google's contro by Anonymous Coward · · Score: 0

    Interesting you should mention this... Carmack decided to go with OpenGL over Direct3d.

  46. Re:Hardware incompatibility beyond Google's contro by LWATCDR · · Score: 1

    Thanks that is why I said I wasn't sure. I know that early versions did not use the JIT.
    I am not a fan of the NDK concept. It seems to be a band-aid for short comings in the the Java system and now you need to worry about differences in the different CPUs.
    Done correctly the NDK would generate fat binaries for the different levels of ARM. Maybe it does but I see versions of some of the NDK programs in the app store.
    One should not have to know what ISA your phone supports.

    --
    See my blog http://ilovecookes.blogspot.com/ for light hearted technical information.
  47. Re:Hardware incompatibility beyond Google's contro by zeroshade · · Score: 1

    You don't have to. You can either compile to the lowest common denominator or you can compile for each available version and package together (kinda like when you download software and they come with the Windows, Mac, and Linux versions all together). When your code calls the System.loadLibrary("package") command it will load the appropriate .so file for the ISA you are running. Compiling for multiple ISA's is as easy as adding them to a text file list in your build file. =)

  48. Re:Hardware incompatibility beyond Google's contro by Jello+B. · · Score: 1

    RockPlayer had different versions for each processor until the dev stopped being a dumbass and packaged them together.

  49. Do it *my*self by tepples · · Score: 1

    if you aren't afraid to DIY [...] and don't mind DIY

    Ultimately, I'm trying to recommend a PC for playing a specific PC game. It doesn't have to be absolutely tiny like a Mac mini or a Wii, but I'd prefer not much bigger than an Xbox 360. Most of the PCs with that kind of form factor that I've seen in Best Buy have had Intel GMA (Graphics My You-Know-What). Were I to go DIY, I'd have to build each box, sell it online, ship it to buyers (or give Amazon its cut for fulfillment), and handle any tech support issues myself.

    1. Re:Do it *my*self by hairyfeet · · Score: 1

      Well if you would let me know which specific game I could probably point you in the right direction, but without that knowledge? there is a BIG difference between say WoW and Crysis. Pretty much any of the AMD nettops can play WoW with nice framerates, hell I was playing Bioshock and Swat 4 on my 780G board. For something ready OOTB I would suggest a Zino which at $379 ain't bad and has a dual core and a 4350 512Mb that should play most games out there. Like most Dells I believe you can customize it to add bigger components if you wish, but like I said without knowing the game it is just a shot in the dark. But if you want something you won't need to do much more than tie a bow to, this will probably float your boat. Good luck and go AMD!

      --
      ACs don't waste your time replying, your posts are never seen by me.
  50. My rant, again by tepples · · Score: 1
    Now that this topic has dropped off the front page, we can go on a tangent, not about Android but still about limitations of gaming platforms that block specific genres:

    without knowing the game it is just a shot in the dark.

    The game currently exists only as design documents; I'm asking this as part of my market research to complete my business plan. But it will allow up to four players to play at once, and it won't be too much more graphically complex than WoW. Some scenes will use a split screen, but others will show all players in the same room in much the same manner as Bomberman or Street Fighter. I am aware of three options for such a game: running it on a console, running it on four PCs in one house, running it on four PCs in different houses, or running it on one PC.

    • Console makers tend not to serve developers with nontraditional business structures, such as a family business operating out of a home or a company that relies on telecommuting. In past articles about PC vs. console, I've repeatedly been told that indie video game developers are not entitled to have a platform on which to run their games, that any developer wanting a device on which to run its game can and should make and sell a device itself.
    • A LAN with one machine for each player is a waste of hardware if all four players would be seeing exactly the same view. For example, in Bomberman or Street Fighter or NBA Jam, what would be the advantage of providing a separate view for each player? And families with children tend to have fewer gaming PCs than people.
    • Internet play is an option that can't be ignored. But relying exclusively on Internet play fails to reach some use cases that I've observed, where people are already gathered together for a purpose other than video gaming and end up wanting to play a game together.
    • As for running it on a PC, this would be fine for single-player mode. Xbox 360 gamepads work on a PC (apart from DirectInput clients only being able to read LT-RT and not LT+RT), and players 2 through 4 could plug gamepads into the front USB ports through a USB hub. But most existing PCs are connected to monitors that are too small for four warm bodies to fit around: a 17" monitor as opposed to a 27" television. TVs made in the past four years have VGA+audio and HDMI inputs to display PC video, and even older TVs can display PC video through a $40 VGA to SDTV adapter cable. I've already written a guide to connecting a PC to a TV, but connecting a PC to a TV has had little acceptance among the general public. For one thing, a lot of people aren't willing to put a traditional mini-tower next to a TV for aesthetic reasons, so if I want to recommend a PC for people to buy to play this game, it has to be no bigger than an Xbox 360. Your GameCube-sized Zino looks interesting, especially if an integrated Radeon can handle GameCube/Wii-class graphics.
    1. Re:My rant, again by hairyfeet · · Score: 1

      Well from what you have listed here I do believe the Zino is your best bet. As you can see here this would give your potential customers a wide range of hardware choices for their needs, so it would fit several budgets (I have seen the bottom tier Zino go for as low as $200) and to give you an idea of the graphical ability the HD 3200 that the bottom of the line Zino has is the same chip as in my board, and I played Bioshock on medium settings at 1600x900 and never dropped below 30FPS. The 4330 can easily do that at full HD, and since it has both front and rear USB and wireless built in it would make a great little HTPC.

      It would also give your customers the ability to not only play your game but by choosing one of the larger HDD options it would make an awesome media tank, allowing them to get more out of it than with a console, such as video/audio jukebox, Internet TV via Windows 7 Media Center, Netflix, web surfing and email, etc. Add in the fact that it has a built in DVD burner for watching and whipping off discs and the whole thing is about the size of the Gamecube? yeah I think this is what you are looking for. watch the video embedded on the page I linked to above and you'll see it really wouldn't be a hard sell for your customers. Most of the CPUs are 1.8GHz for the Zino, which again for what you are describing should be plenty since we are talking dual cores. With this they could choose what is best for them, and it'll go as high as 8GB of RAM if they want to have a monster, or just 2GB if their needs are simpler. for the game you are describing a 2-4GB machine with one of the Athlons would probably give the most bang for the buck, and they could customize it however they wish.

      I have built some HTPCs for clients in the past and you're right that size seriously matters in that arena, but the Zino is small, light, decently powerful, has built in hardware video acceleration, and for games of the graphics you described it should have NO problem keeping up, just add some x360 controllers and you're golden. After all if my 3200 could keep up the framerate when Big Daddy was chunking mines all over the place and splicers were blasting all over the place? yeah I'm sure you'll game will be just fine on this. And finally unlike Intel with AMD even their low end chips are FULL CHIPS, not crippled crap like the Atom. All are full 64bit, out of order CPUs, with cool and quiet enabled. So when they aren't gaming they can easily do anything else they would with a desktop and not feel cheated. Hell it even comes in cool colors, just perfect for making it look sharp in the den. Good luck and Go AMD!

      --
      ACs don't waste your time replying, your posts are never seen by me.
  51. "Enthused" is not a word by AP31R0N · · Score: 1

    He can be enthusiastic, but he cannot be "enthused".

    "But but but it's in the dictionary, LLOOLLOLO!"

    Most dictionaries are written by descriptivists who record how language is used, even if it is wrong.

    --
    Utilizing the synergization of benchmark e-solutions to pre-workaround action items!
  52. Re:Hardware incompatibility beyond Google's contro by Anonymous Coward · · Score: 0

    Don't they call that OpenGL?