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Reader Comments (10)

Posted: Jun 12th 2007 10:55AM (Unverified) said

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Looks like motorstorm :p

Posted: Jun 12th 2007 11:22AM (Unverified) said

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damn...i thought that WAS motorstorm

Posted: Jun 12th 2007 11:34AM (Unverified) said

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"allowing for lower compression and, we assume, faster loading as a result"

Doesn't less compression mean slower loading?

Posted: Jun 12th 2007 11:38AM (Unverified) said

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Who knows, maybe Sony will use this engine on the next Motorstorm.

Thank you Mr.Carmack...you have just shown us that the PS3, and 360 will be leaving the Wee (at least on a technological level) in the dust very soon.

I will take that kind of graphical quality where I can feel more immersed in a game over some wave my arms around like a fool control every time.

Mark Rein even said something that would make a Weeboys blood boil, he said that UE3 cannot be done on the Wee in it's current form and that it would need to be dumbed down on a massive scale to "run" on the Wee.

He even referred to the PS3 and the 360 as the REAL next-gen systems.

Nintendo, you can have your Mee's on your Wee. PS3 and 360 will have....well, you saw the video.

Posted: Jun 12th 2007 12:54PM Andir said

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@Sean: not necessarily. If you spend more time decompressing than loading, there's no point compressing it. Or, if you use file streaming (most do), you have to get a copy of the entire file before you can even think about decompressing it, adding to the time. If you can just stream the object off the media without having to worry about decompression, you actually save load time.

Posted: Jun 12th 2007 2:34PM (Unverified) said

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Generally speaking, most assets on-disc are compressed in a hardware-native form, so they don't require any load-time decompression (.D3D for example) and can be loaded directly into the graphics card's memory, saving both load time and "decompression" time. This has been the standard fare for single-platform deployment for some time now (You can't usually accomplish this on a PC due to the variances in hardware and software)

Basically the whole Compression vs. No-compression argument is moot.

I don't exactly know how Carmack is accomplishing his feat, but I believe it's basically a real-time pixlet/wavelet LOD system (kind of an advanced, 3D, iner-material mip-mapping)
It's a vary big achievement and is a true paradigm shift for how real-time objects are textured.

Carmack talked about this technology a few years ago while the PS3 and 360 were in development and expressed his concern that the hardware going into the machines was still based on tiled, power of 2 textures, hinting that he had a much better way of doing it. When hardware supports this stuff natively, real-time rendering is going to change in a BIG way.

I wasn't sure if Carmack was still relevant in this day and age, but that dude has some serious gray-matter going on.

Posted: Jun 12th 2007 5:31PM Andir said

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@tom: Correct me If I'm wrong, but wasn't it Carmack/id who packaged the textures up into WAD files? Granted, this was PC and I haven't used the id engines in a LONG time so they could be different now, but when I fooled around with the id engine, the WAD file was a compressed collection of assets. In this case, the program would have to extract the information straight from the disc (seek time slowdown) or copy it down to the HD and decompress it locally (copy and un-compression slowdown). Again, they could have changed the file format, but I'm pretty sure that's how they used to do it with WAD compression/collections.

Posted: Jun 12th 2007 9:25PM (Unverified) said

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Yeah, this is seriously impressive and he was super-smart to let it be the most accessible to artists. THey're the people who really make these things happen. I think the closest to this on last-gen is Shadow of the Collosus, those HUGE environments, where there were subtle faces in the mountains, and stuff.

Posted: Jun 12th 2007 10:48PM (Unverified) said

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ill believe it when they prove it. this sound and looks like vaperware.

Posted: Jun 13th 2007 3:32PM (Unverified) said

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@ 7, even thou bluray still a @ work technology.. and still getting better.. they transfer some key information to the hdd which all ps3's have making the game not slow at all.. that's why oblivion had faster loading times than the xbox did..

you cannot look at one of the not strongest part of the ps3 yet and say that is why it won't work, they were smart when they made it, and by putting standard hdd, dedicated ram, yet if graphics need more ram they can borrow from the cell's ram, the whole ps3 works in harmony..

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