
At the EA booth, we checked out a demonstration on the technology their Sports sect is working on, and we were honestly blown away by some of the strides they have made because, although the primary focus was on realism in their sports titles, the technology can (and likely will) affect all game development. Here are some of the next-generation features the developers showed us:
- Momentum Shift: The developers demonstrated how a character's body is altered by the speed. They compared current-generation jogging, with players back upright, to the new technology where the athlete lean forward.
- Procedural Awareness: For this demo, the developer created a ball for the character to observe. as he moved the ball in space, the character constantly kept his eyes on the object, even at moments requiring that his head tilt to reach the field of vision -- when multiple important objects are on screen, the character wil "cycle" through observation, constantly checking up on the objects. Later, we saw changes in facial contortions to demonstrate the character's change in mood ("his reaction to the object") and how different emotions can be attached to multiple objects, the character's mood reflecting whichever object currently catches his attention.
- Foot Planting: This is an issue we have still seen in many high-profile titles (e.g. Oblivion): a character will run, but his legs move slower and faster than the actual pace of the character, given the impression that these characters are somehow gliding across the map; this technology aims to fix that.
- Responsiveness: The idea behind this feature is that every animation can be stopped at any moment and shift fluidly to another motion (current generation technology, according to EA, requires that a character must finish each animation before shifting to another). For example, say a football is running to the left and then wants to juke right, changes his mind, and does a full on sprint straight down the field. In what the developer found (and demonstrated), characters using this model actually responded and accomplished their task up to 25% faster.
- Accurate Positioning: Current-generation points characters in only 8 directions; the demonstration shows that your character can turn in any degree of rotation.
The technology is subtle, but the effect is dramatic. The developers are hoping it will be utilized in all next-generation (clarified as PlayStation 3, Xbox 360, and "probably PC") titles. We inquired about Nintendo Wii's capacity to use these tricks; the EA representative explained that, due to the constraints of the Wii's hardware, select features will be used "when appropriate."
(Page 1) Reader Comments
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Am I just misreading this? Aren't most of these just things any hobbyist game programmer would take into account?
More than 8 directions, huh? Since when have 3D games done that, the PS1? The foot planting thing, hobbyist stuff, right? Mario had different body positions for different walking speeds in M64. Etcetera.
Really, tell me. Am I missing something big here? Or is this just overhyping 3D game "features" that have been mundane since 1996?
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Essentially, with hardware, you usually get what you pay for. The latest greatest of power will cost you the greatest cash. And the latest greatest + unecesary next-gen format drive will cost you ludicrously more so.
What you are buying with the Revolution is essentially what Nintendo are aiming for. They want to provide gameplay and fun to a casual audience through an entirely new controller scheme.
If you're a hardcore gamer, this might be a bit of a blow, but you're small potatoes.
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Any the games WILL set the systems apart and gamers WILL see what all the hubbub is really about.
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I'd say that's a pretty nifty football. Eliminates the need for players completely.
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Ex. you look at a brick wall and its the same 3 texture maps repeated correct? But you look a real brick wall and you have a ton of various looks and colorations which are much more random. Procedurally generated content takes a base and then adds variation so the the experience becomes more unique and realistic. An example of this is the game SPORE which is the first game to Heavily use the concept. The game spore is HUGE and LITERALLY ENDLESS. WHY? because unlike current gen games and future REVO titles, the game worlds and content DO NOT RESIDE ON DISC. Each creature is created at runtime when you start the game, each world is generated on the fly as you play creating a truely unique and PERSONALIZED experience.
I will may an example of this using two main genres.
FPS:
Games like PREY truely show the potential of general purpose processing in gaming. The interaction between the physics, AI, and gameplay elements can only be achieved through high levels of branch prediction and interger performance. While some elements may be more parrellel in nature you must allow all these elements to interact smoothly and seemlessly. If you shoot an enemy they should become wounded in the appropriate area, their bodies should react appropriately to the impact and evem effect nearby objects. GEARS OF WAR is a good example of POTENTIAL. By year 3 new games will put gears of war in the $5 bargain bin.
Sports games. How about creating characters that actually move and look like they should. In a basket ball game instead of the very unnatural animations, the bounce of the ball and the movement of the players fluidly moves. Steals are more natural and actually require a connection with the ball, cross-overs, fade-aways all seemlessly move into one another because the animations are no longer pre-rendered, but rather generated on the fly as you perform them, making them infinitely more accurate.
3.) honestly i dont feel like writing a third so use your imagination.
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High Definition
Graphics
Phisics
procedural synthesis
High Definition sales will start picking up by next year and even tough I consider my self a Nintendo Fanboy at it fullest. It allow me to see with clarity that The Wii will lack all this features....yea the remote is inovative... it is a revolution... but its not the future in gaming. The remote is just a novelty that could be inplemented in any of the 2 competing consoles. My point again, Nintendo can not add none of the features I mentioned atop in to its console.... the games basically look like crispier gamecube games, and if put in to a 42" Plasma set you will understand
what iam saying.
procedural synthesis is the future in gaming... now casual games wont see it, but if you see how the technology is evolving you for sure are away of it, Realism will push the envelove... gameplay is enhanced by Realism. A remote only can do so much, and again is only an input device that could added to any of the new consoles... even the last generation consoles to be more pricise, I will be buying a Wii on day one.
Ill have fun for 1 or 2 years, but as developers get used to working on the 360 and PS3 the game difference will look like a game for PS1 against a XBOX game,
the wii will flop.
I still have 1000 more reasons but i will leave it as that.
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Is it a great solution to the exploding costs of game art creation? I think so. But is it still just advancing the march of graphics in a world of gameplay? Yes.
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Am I just misreading this? Aren't most of these just things any hobbyist game programmer would take into account?
More than 8 directions, huh? Since when have 3D games done that, the PS1? The foot planting thing, hobbyist stuff, right? Mario had different body positions for different walking speeds in M64. Etcetera.
Really, tell me. Am I missing something big here? Or is this just overhyping 3D game "features" that have been mundane since 1996?"
if these are your opinions on the matter, then you obviously are not a fan of sports games. however, for me, sports games (ESPECIALLY football games) are how i spend the majority of my time using my consoles. i will seriously blow off a chance to sit down and have some play time with a great game like God of War so i can kick back and indulge in a session of developing my quarterback on Race for the Heisman mode in NCAA Football 06.
i, for one, could barely contain my excitement upon reading about the new technology advances listed in Mr. Miller's post. the more time you spend with a game like Madden, and the more intimate you get with the fine-tuning of the controls, graphics, and system of the game, the more you tend to notice things like how sluggish your character's reaction time is or how irritatingly robotic certain aspects of the game (facial expressions, animations, running to beat a defender) are.. and this amounts in you asa player realizeing how little control you actually have over the game at some points.
football is a very fast paced game and, as such, games like Madden and NCAA are very fast paced. they require the player to make reads and think about relatively complex strategic situations on the go, and often under the pressure of not being able to take more than a literal split-second to come to a decision. it's frustrating when your timing and decision making is all in place, but because of the limited instances the game tends to provide, the play is ruined.
i think anyone who devotes a lot of time into football games or the like will understand where i'm coming from. it sucks that you apparently don't, but rest assured that this DOES matter, and that it will make a difference in the level of enjoyment we get out of our sports games.
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There is a very good reason that foot planting is bad in games; People can't move in reality the way you want a character to move in a game. Try turning around while standing. Try suddenly turning right. It doesn't happen instantly the way you often want it to in a game. Sure, the restrictions of reality are good for sports games, which is why it has significant uses for EA, but for many genres, moddling something realistically is incompatible with instant and intuitive response. I'm not saying that the slip-slidy feet is fine, it isn't. Bear witness then to the solution Mario came up with: his slip slidey feet are integrated with slip slidey motion, further signalled by his Warner bros. like animation that suggests you don't start moving until you been running in place for a second or two. It seems counter intuitive, but it works.
As for procedural motion, I'm pretty sure this is a fancy way of saying Inverse Kinematics, which frankly was present in simple but effective forms in Waverace and 1080, both on N64. Move the 'vehical', which moves the foot which moves the shin which moves the thighs which moves the hips which moves the bodies, all involving the inverse reaction problem. Same thing as moving an object which moves the eyes which moves the head which moves the torso etc.
Momentum stuff is certainly nice, but nothing that can't be done convincingly at a much reduced accuracy and therefore on little power. Witness the apparent power of Shodow of the Collosus at this link: http://www.dyingduck.com/sotc/making_of_sotc.html
Responsivness: So this is why I hate the motion in so many EA games! Not really, but they're talking crap. Sure they can fluidise the transition from one animation to another (I don't actually see why this would take a lot of power - just take the angular information from the first animation at a given time point and perform weighted averages with a selected time point of the second animation). I'm pretty sure though that many developers simply cut the animation that's occuring the instant the player does something else and change the positions instantly. Sure it requires some suspension of disbelief just like the foot planting, but it works mechanically. We'll see if the transition of motion doesn't end up looking very jarring and unnatural.
All in all I'd say clever programming could fit the features that are actually usefull in convincing forms on the PS2, let alone the Wii.
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NO MORE PRE-WRITTEN ANIMATIONS!!!
The cpu is given a character model with a bone structure, this bone structure also well as other factors such as weight distribution help define how the characters move. Thus if an AI sees an opening in a line that he believes his total volume may be able to slip through before the velocity of the two closes objects closes the volumetric hole, the CPU will generate the animation REAL-TIME to allow the models body to move and contort within the constrains of its body structure to move through that opening. animation generations have been done in the past, but NEVER realtime, at least to the degree next generation games will. An example of a game which uses the most complex procedural content seen yet (Although HIGHLY primitive compared to what will be accomplished is spore) Procedural Synthesized animations naturally translate into better AI as the computer can now perform actions which the developer never intended in an effort to assist or thwart you progress.
IE Lets say you placed a desired item of an NPC on a high book shelf. Unless a animator programed the proper animations for the NPC to retrieve the item, the NPC cannot no matter how much it wants to. Using procedural synthesis the AI sees the items, recognizes there is a height issue and generation the animation on the fly to pickup and move a chair and climb on the chair to retrieve the item. Their is NO AI script involved, not animation involved. This is IMPERATIVE as it drastically reduces production costs as long as you have the proper software engines in the first place. Literally you can make a model and set it free in a virtual world and it will determine on its own what it can and cannot do.
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I've heard a lot of people talk about wanting games to be mainstream and that's what Nintnedo is aimning for, but when you consider that the gamming industry is bigger than the movie industry. Now doe'sn that tell us that gamming industry is already mainstream?
I think when people here are talking about gaming going mainstream they are talkig about mothers and grannies playing video games too. lol This simply will never happen.
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http://www.naturalmotion.com/pages/technology.htm
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I think it's a valid point that these new technological advances that EA is touting are things that other developers had decent implementations of in their own non-sports games, two hardware generations ago.
I will grant that it takes more CPU power to create realistic-looking motion on two whole teams' worth of lifelike athletes than it does on one cartoonish plumber, but for the life of me I can't understand why EA would limit character motions to 8 fixed directions when we've had analog controllers capable of providing 360 degrees of direction input for ten years now. Are they lazy or uninspired?
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Like I said, fantasy land. You are right about a lot of things, but you forget that developers want to make money, and they do that not by reinventing the wheel but by releasing the same schlock for the gaming public to gobble up. What developers can do is not what they will do, unfortunately.
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Momentum shift would have been great in games like "mortal kombat: armaggedon" tough.
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The potential of procedural synthesis is not a fantasy. In some respects it's already a reality. Oblivion has made modest use of some of these technologies, and Spore will be taking it a big step forward ... but we're still in the primitive phases of this technology. To compare the expertise and maturity of procedural generation to 3D graphics, right now procedural synthesis probably at about the level of the original "Star Fox" for the SNES. There's a long way to go and getting there isn't going to be an overnight affair.
Eventually, it is exactly this sort of technology that will elevate games to the next level, not only visually, but in terms of gameplay because of the possibilities that go along with the power and flexibility of tools such as these.
Raph Koster did an interesting presentation about this titled Moore's Wall (http://www.raphkoster.com/gaming/moore.shtml) about how, of late, improving computing power is actually a kind of osbstacle in game development, instead of being an enabler of true progress. Procedural generation is really the only way out of this trap.
Now, I love what Nintendo is doing with the Wii, I think it's a great move. They are recognizing the limitations of present day technology (but in terms of hardware, and the state of software technologies like procedural synthesis) and are building what will probably be the system that is the most raw fun to play throughout this generation of consoles.
However, ii is not going to drive the procedural revolution because it just doesn't have the processing horsepower of its competitors or modern PCs. That's not a bad thing, as developers will learn other important lessons that come along with building games on a more limited platform about how to be efficient and squeeze the most out of a system, and of course about ways fun ways to take advantage of motion sensitive controls.
EA probably understands the need for procedural sythesis about as well as anyone. I don't think they want to have to run sweatshops of ever-increasing size just so they can make a semi-noticable incremental visual improvement in their games and they realize that going into their future, they are in an untenable position unless a technology like procedural synthesis radically changes the way things can be done.
Right now it may look like garage workshop pet projects, but I think most will agree that what Will Wright and his team are doing with Spore is a bit beyond that in scope. It can't hurt if even his colleagues working on what is a comparatively soulless franchise of neverending sequels see procedural synethesis can be an important component of what they're working on, too.
Maybe I'm just too optimistic, though.
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Next-gen features? For God's sake, I can name a whole bunch of Dreamcast, N64 and even some PSOne games which use many of the features there! They just created a lot of buzzwords for very TRIVIAL techniques. Maybe those are next-gen features to EA's internal monkeys, but not the rest of the world...
Momentum Shift: In any engine capable of blending animations/poses together, this is very trivial to implement by blending a "lean forward" pose op top of the running animation, adjusting the blend intensity based on the speed. They never played Shadow of the Colossus?
Procedural Awareness: Is that a joke? Rotating a character's head and eyes so it looks at some object? And having it's "AI" change the face animation depending on the object? How is that next-gen only? NPCs would look at me in Shenmue, Zelda OOT, Final Fantasy IX and a whole bunch of other games. I remember the characters looking at things automatically in Resident Evil 2 on the PSOne, but that might have been Code Veronica.
Foot Planting: ok, many developers are unaware of how to avoid the sliding issue. There are many ways to avoid that. If you don't want to mess with IK, there is a very, very simple way: just adjust the animation speed based on the ratio between the character velocity and a reference velocity for that animation. I've seen this in action and it looks good.
Responsiveness: *sigh*, did it took EA all these years to learn how to code smooth transitions between animations, and use transition poses?
Accurate Positioning: Is this a joke? Seriously, even Saturn games had characters who could turn into any direction. If they're talking about having a nice animation for rotating around, animation blending and transitioning can be used to get the same effect.
I though all these were commonplace already in EA (I haven't really played much EA games lately).
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What in gods name are you babbling about? Have you even bothered to actually read what I wrote?
I made the point that most of these so called "new technologies" they describe have been commonplace in gaming for a decade now, and as such it's ridicilous that they're hyping some of this stuff as if it was new, the way they are doing.
Yet from your reply it almost seems as if you're reading a different post from mine altogether.
Try again.
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So wait..hope isn't the same as WILL be utilized in the games...So it comes down to who can use it without harming the game...
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- Wait, reverse that.
HD gaming is neither catching on quickly (ask anyone in, oh, say the European continent), nor is it actually a major factor in games. Games can't take advantage of the resolution to enhance gameplay because it screws everyone too poor to own an HDTV.
Lots and lots of people are too poor to own an HDTV.
The cheaper sets are small, somewhat defeating the point.
Many ordinary people can hardly tell the difference between SD and HD anything, and of those who can tell, many don't notice or care after 10 minutes. This lead somewhat to a lot of the disillusionment we've seen with 360 games and gamers. Many people are questioning why we're spending all this money to play the same games in higher resolutions. Many ordinary people can't really see a huge visual improvement in this new generation despite the technical gulf (law of diminishing returns). Many people will bearly be able to tell that advanced physics in games are going on, and even when they do, many will not care.
It's all fine and dandy to add features, but not if it adds significantly to costs. To support say 1080i vs 480p requires 3X the per pixel GPU rendering capacity (translating to 3X as many GPU transistors) and up to 6X the texture and model data (translating to a huge amount more RAM, depending on how much is used for logic etc.). Adding HD resolutions alone has easily added $100 to the manufacturing cost of the 360, yet less than 20% of Americans can actually appreciate or use it. Adoption rates look set to improve, but really, it won't be a majority thing for at least 3-4 years even in the US. And then it doesn't really stop people from buying the Wii anyway.
Now if you told people that 2 of the 3 cores in the 360 CPU are mostly being used for physics they can barely tell is going on, and that the chip cost $120 to make, people could actually get angry. I'd say the fact the Wii costs something like $200 instead of $400 has more effect on most people (particularly non techno-savvy gamers) than saying it looks 3-6 times sharper if you spend a further $1500 dollars.
As for controllers, well, there's a difference between talking the talk, and walking the walk. Sure there have been examples of this technology before, but no one else has put the money, effort, promotion or standardisation in to turn it into an easy, cheap mainstream thing. Despite what Sony has done, I can't think of any genres apart from driving games and flying games that might actually benefit from their particular 'ergonomic' implementation of the tech. Nintendo's system is less about implementing technology, and more about transcending barriers.
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The console will sport a modified single core 2GHz G5 processor (the core modification are similar in principle to core modification done on the G3 for the Gekko). The ATI graphic card will be very similar to the XBOX 360 except for some special feature required by nintendo (did not specified but comments on the depth of graphics?!) He also mention that the system should indeed be able to output resolution of 720P... However, he mention that nintendo will not imposed any graphic requirements for software developpers other then some regular QA stuff. This mean that some game ports will be able to be played in 720P as well as exclusive games if developed to display this resolution. The WII will also be able to be connected to a computer monitor using a special connector. He mention that developper Kits does not have this graphic card yet included, they only have a modified version of the gamecube graphic card. This is why the games showed at E3 did not looked much better then a gamecube version but mention to me that he have seen games on alpha version of the new graphic card and it will be surprising even if display in 480P. He mention to me that the texture were very good and add some new realism effect in the graphics ??!
Apparently the target price will be 249$ US including WII Sport and some dowload credit for classic software download.
All this sounds very exciting and I certainly will want to look closely at one. I have been a nintendo fan but the gamecube was in my opinion a failure since I was unable to play some of my favorite games (i.e. lucasarts star wars games, good Racing simulators, flight simulators). I hope this time, WII will be really inclusive and the core gamers will be serve as well as casual gamers and kids. We will see...
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Riiiiight. See the size of the system. See the minimal use of vents. See that Nintendo has already stated the chips are manufactured on 90nm processes. See that Nintendo was prepared to launch against Sony and in certain scenarios Sony was going to launch this month. See the claims of lower costs.
It's fairly certain what you've realyed to us is not true. While there is a possibility the CPU is G5 derived, the heat issue says it pretty much has to be slow.
And while there is a possibility the GPU in the boxes is not final, ATI stated very clearly that the 360 chip was the most powerful one they had going for consoles by a long way, and given how complete the units on the show floor were, how amenable they really are to new chippery.
N64 can do 720p if it had the right port, but it would be spread thinner than very thin bible paper. It's all a question of the density of effects where the GPU is concerned.
I do think however, that judicious use of a couple of effects that started to appear at the end of this generation make a heck of an appreciable difference in the graphics, without taking very much more power. These effects are:
Basic Soft Self Shadowing
Normal Mapping combined with specular highlights
Basic Depth of Field
Basic Motion Blur
Bloom Lighting
Reflection Cube environment mapping
All of these should be do-able on Wii
Check out the Red Steel trailer. I expect games will look like that before too long.
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How can you explain that a G5 was pack in thiny computer like the Apple iMAC up to very recently... You have the choice to believe it or not. I just relay some information.
For you information, yes even a old graphic card with 4 mb of memory can display image in 720P. However, the card horse power is far from being strong enough to render real time scene from 3D games... The N64 and probably the gamecube in not capable doing that.
By the way, HD is not everything... look at nemo on a DVD, the cartoon looks amazing and it is render at maximum 480P... so there is more then display HD image to produce the right effect.
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If you read my post above then you'd see I clearly agree that HD support is actually very very unimportant. In fact it's an expensive waste in my opinion. As is a whole truckload of super accurate physics.
As for the G5 thing, let me ask you this:
Did you ever see a G5 Powerbook?
Didn't think so. That's because IBM couldn't get the G5s running cool enough or on low enough power for Apple, and it's a major reason Apple switched to Intel chips.
Those iMacs were both larger in volume than the Wii, and had significantly larger ventilation.
I guess a 2.0 Ghz G5 might just juuuusst about be possible in that configuration with 90nm chips, but it's definitely not in keeping with Nintendo's usual decision making, and definitely not in keeping with the minimal vents we've seen on the Wii, nor its claims of low power and quiet opperation.
As for 720p, no, you're wrong. I'm fairly certain that if it were equipped with the proper display adapter, the N64 could quite happily throw around 1 or 2 polygons with 1 or 2 textures at those resolutions. Gamecube could do significantly more. Heck, I seem to recall that some PS2 games actually did in fact display at HD resolutions, and Microsoft positively sold the original Xbox as being HD capable, so there (sticks toungue out ... not really).
What I'm saying is, you also have the choice to believe your source or not, and I say, I wouldn't.
Oh yeah, finally I'd like to address something I forgot in your earlier post!! You never played Rogue Squadron on Gamecube!!???? Infidel!! That game was a great Star Wars installment!!! If you want one specifically from Lucasarts and not Factor 5 then you'll be kept wanting, Lucasarts have been all loopy the last few years.
I do actually think the release package you described was very reasonable. $250, pack in game, VC credit. Fits in with Nintendo's philosophy and customers' aspirations. Perfect.
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You seem to forget that the iMAC G5 has a display integrated and a hard drive, so the heat problem is not only related to the CPU itself. However, you are right that the G5 is not exactly a power saver chip! Remember that about a few weeks after the annoncement of APPLE to migrate to Intel, IBM has release a new G5 CPU (970FX) wich is a low power processor. This chip never really made it into an APPLE product but was design to be used into a protable computer. The chip was initially clocked at 1.2, 1.4 and 1.6 GHz but apparently now they have it running at 1.8 GHz and the objective is to get it at 2GHz. The main focuss of this product now is the WII console.
You mention that PS2 could display in HD... wow have you ever compared the image quality of RE 4... you will notice a significant difference between the gamecube version and the PS2 version. Even if you upscale the image in HD it will not be much better... it will look smoother but not necessarly crisp. I don't believe a N64 nor a PS2 could run real time HD image with decent performance. Think about it, even a good PC 5 years ago suffer when display PRE_RENDER HD image. Fast pace games were played at 800x600 in most case (e.g. Quake 3 arena) because at high res, the computer performance were insufficient to enjoy the game. imagine now a PS2, Xbox or a gamecube that was significantly less powerfull than a mid-high end PC at the time. Lets be realistic here.
I agree with you with the HD things... Do you really believe that people will buy 2000 $ and up TV just to play video games... this is follish. I have frieds that purchase a XBOX 360 and they use a regular TV... the imagee does look a bit better than the original XBOX not very much. However, the solution to get good image quality is to go and buy a old 20 inch CRT computer monitor that can go up to 1600 x 1200 resolution. You can buy used monitors for less then 50$ and get real HD performance for a very reasonable price. I have seen the results with the XBOX 360 and in my opinion, it is even better then a HD TV. If we could do that with a WII, I will be happy.
I have played the complete series of Rogue Squadron and I had a lot of fun but I would like to play others like Battlefront, ect. I was a big fan of the X-wing series so I am still dreaming of getting to fly a X-wing or a jedy star fighter again... lets dream!
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Is there anything being developed regarding game play, AI simulating desire of players to win? If I play an average guy in NBA 06 I can dominate a game, and none of the AI guys can challenge me.
I'd take stick figures with more functional realism over these graphic improvements. Besides driving people to buy more expensive hardware, do they improve game play?
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