Well, they're worldwide of course, but these kind of erm.. interactive games are more popular by there.
the rest of the pervs will probably apreciate the voice commands/hand gestures to easily skip to other parts of a certain movie or pause it.
Doing games got quite more expensive on this generation than on the last one,and also pixel shaders appeared from the F* nowhere.
So i think the main problem is just that the developers just CAN'T do a game better than the so called Xbox 360/PS3 games because they don't know how or have the artist budget to do so.
Hell, i dont think they re even exploring the consoles right, as you can see from that uber high budget games from sony like Killzone 2.
Afaik there is no game that has a motion blur like that yet on the pc, and i think the pc is more than capable of doing that.
This reset will hurt almost ALL the legitimate users of the game in a horrible horrible way, and no, it's NOT like WOW or something because afaik these games don't punish you sending back to the last checkpoint because your internet sucks.
Why reset the game when the internet falls instead of lets say... saving the current state?
They have fear people will hack the savestate to pirate the game? if thats the case, just use a huge 512 bit key to encrypt the savestate that comes from the server, and thats it.
Like being some sort of "trash folder" easy to acess on the control panel, where you can see exactly what files are being cached and be able to delete and put files there.
That would make it clear to the users how many ram is the superfetch using, and also allow em to add files when they actually need it instead of waiting windows to do so.
That would make the user have a better notion of "why i have low ram", because they would see the superfetch working.
Not really sure, but if i'm not mistaken, everytime you add a extra instruction per cycle, you double the CPU size, while getting another core doubles the total power of the cpu at least in theory.
So, as a intel Core executes like... 4 instructions per cycle, to do one that does 8 you would need 16 times more chip space by that logic, and well, you can get "the same power" by just having two cpus that do 4 instructions per cycle instead.
besides the reasons posted down there, there is the yield factor too.
if i'm not mistaken is quite hard to make a chip that large that actually works, as you would need to do multiple precise "etchings" and they need to be EXACTLY lined up.
and also i heard that each silicon wafer costs around 2000 bucks,so if you get 4 chips working out of it, you will need to charge more than 500 dollars per chip.
actually thats not a frame buffer, but a texture cache, but you're correct on that being the cause of the crappy blurry textures.
Playstation had a 2k texture cache, but if i'm not mistaken, its hardware automatically did cut the bigger textures in smaller parts to fill the cache with the pixels that only would be used on that triangle, unlike N64 that needed to pull that off manually or not at all, as the cases you pointed.
well, if you take account Nintendo 64 had almost twice the ram of playstation console, and probably the devs would want to use it, that would mean in a lot of cases that N64 would have two times more loadtime than the playstation console, unless they used a more expensive 4x drive.
and that without the expansion pack thing of course, with it, we re talking about 8 mb to fill now.
Well, they're worldwide of course, but these kind of erm.. interactive games are more popular by there.
the rest of the pervs will probably apreciate the voice commands/hand gestures to easily skip to other parts of a certain movie or pause it.
...till someone gets it to run on pc, and certain... "not so clean" software developers like illusionsoft get their dirty hands on it.,
.. kind of games.
Then probably the thing will just go boom there, as lets just say the device is quite.. more adequate to these
hm, i think the "next iteration" you're talking about was launched already, its that 360 slim/s.
when we can profit on it, of course.
Nintendo 3DS?
Between this new 3D glasses tech, and the Sega Master System 3D glasses?
Besides the fact it runs on twice the frame rate and the lack of wire of course.
Doing games got quite more expensive on this generation than on the last one,and also pixel shaders appeared from the F* nowhere.
So i think the main problem is just that the developers just CAN'T do a game better than the so called Xbox 360/PS3 games because they don't know how or have the artist budget to do so.
Hell, i dont think they re even exploring the consoles right, as you can see from that uber high budget games from sony like Killzone 2.
Afaik there is no game that has a motion blur like that yet on the pc, and i think the pc is more than capable of doing that.
Is the reset thing.
This reset will hurt almost ALL the legitimate users of the game in a horrible horrible way, and no, it's NOT like WOW or something because afaik these games don't punish you sending back to the last checkpoint because your internet sucks.
Why reset the game when the internet falls instead of lets say... saving the current state?
They have fear people will hack the savestate to pirate the game? if thats the case, just use a huge 512 bit key to encrypt the savestate that comes from the server, and thats it.
Like being some sort of "trash folder" easy to acess on the control panel, where you can see exactly what files are being cached and be able to delete and put files there.
That would make it clear to the users how many ram is the superfetch using, and also allow em to add files when they actually need it instead of waiting windows to do so.
That would make the user have a better notion of "why i have low ram", because they would see the superfetch working.
Not really sure, but if i'm not mistaken, everytime you add a extra instruction per cycle, you double the CPU size, while getting another core doubles the total power of the cpu at least in theory.
So, as a intel Core executes like... 4 instructions per cycle, to do one that does 8 you would need 16 times more chip space by that logic, and well, you can get "the same power" by just having two cpus that do 4 instructions per cycle instead.
ever tried using OGG on one of these portable MP3 systems?
afaik, most "chipods" can play OGG just fine.
i don't think you can mistake a real spider with a replicator that easily.
but can the ford calculate the next suitable solar flare AND dial a Stargate remotely to do that?
you know, worms and space suits do work in some weird ways, like shooting houses and carring pigs around.
you're god, and you're bored.
whats more fun?
A) creating all the species/planets/universe yourself and deny ANY chance they actually surprise and entretain you in any form.
or B) create a set of physical rules that may lead to something interessing and roll the dices to see what interessing stuff will come out of it?
if i was god, i would get bored quite fast with option A.
As far i know, the legit content bought over the internet go down the same pipe.
Maybe these are the ones they're actually trying to kill while using the "OMG PIRATES" argument?
something like this?
http://www.sega-16.com/feature_page.php?id=38&title=Cart-Swapping%20Tricks:%20Cheating%20at%20Your%20Own%20Risk
i seen they do that trick with rambo III once, but never performed it myself.
Super nes
640k can be plenty a lot for a 8 bit esque thing running basic.
remember 64k was a luxury that time.
besides the reasons posted down there, there is the yield factor too.
if i'm not mistaken is quite hard to make a chip that large that actually works, as you would need to do multiple precise "etchings" and they need to be EXACTLY lined up.
and also i heard that each silicon wafer costs around 2000 bucks,so if you get 4 chips working out of it, you will need to charge more than 500 dollars per chip.
this is been with us since the original dual shock if i'm not mistaken. and yes, its stupid.
unless you use it to raster a single line of picture, and change it every scanline of the television, just like on atari.
but you still needs a triangle rastering method that works like that to this thing actually work.
actually thats not a frame buffer, but a texture cache, but you're correct on that being the cause of the crappy blurry textures.
Playstation had a 2k texture cache, but if i'm not mistaken, its hardware automatically did cut the bigger textures in smaller parts to fill the cache with the pixels that only would be used on that triangle, unlike N64 that needed to pull that off manually or not at all, as the cases you pointed.
the d-pad question sounds more like a patent problem than a real design problem.
good luck doing a good D-pad without running into a sega, sony or nintendo patent.
well, if you take account Nintendo 64 had almost twice the ram of playstation console, and probably the devs would want to use it, that would mean in a lot of cases that N64 would have two times more loadtime than the playstation console, unless they used a more expensive 4x drive.
and that without the expansion pack thing of course, with it, we re talking about 8 mb to fill now.