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Wii60 Graphics on the way from Developers?

50°
335w ago - No matter which way you cut the cheese, the Wii has been a huge success for Nintendo. Sales for the little white box of joy have been extremely impressive, and it isn't uncommon for some Aussie retailers to witness 'Wii droughts' due to the console rapidly disappearing off the shelves like Hotcakes, or Tickle Me Elmo, or some yet-to-be-recalled anatomically correct Barbie doll.

Immense console sales are all well and good for the bean counters and the Nintendo money bin, but when it comes to game titles the Wii has a fatal flaw: 3rd party shovelware and the piss-poor graphics contained therein.

With the occasional exceptions from a handful of talented 3rd party developers with the time and money to spend on their products, most of the high watermark visuals we've seen on the system have been spewed forth from Nintendo themselves.

This is mainly due to the majority of third party developers saturating store shelves with low budget, half-arsed attempts at games (or 1/4 arse attempts in the case of Far Cry and Red Steel) which, understandably, none of us ran out to buy.

This prompted game publisher suits everywhere to gather together in their respective boardrooms (around the company Dark Crystal, most likely) and decree amongst themselves that 'the Wii isn't viable,...
 

Player vs. Everything: Choking on graphics

100°
338w ago - I managed to get my hands on an Age of Conan BETA key this morning, so off I went to excitedly download the client. I'm a big fan of Robert E. Howard's original pulps, and I've been looking forward to the grim and gritty world of Hyboria for a while now.

Most of what I've read about it so far has been very positive (with a few notable exceptions due to some of the design choices). Our own write-up of the overall BETA experience from Michael Zenke was very encouraging with regard to the combat, gameplay, and feel of the world. Overall, it seems like there's a lot to be excited about.

There's just one glaring issue that everyone seems to be having: the graphics are choking their machines.

This isn't a new phenomenon. It seems like every new game on the market in the last few years wants to beat our poor, 1-3 year old computers into lifeless heaps of rubbish with their outlandish and ridiculous system requirements. Even World of Warcraft, a game celebrated for its accessibility and ability to be run on older machines, wasn't that way at launch (though it was substantially better than its major competitors at the time, EverQuest 2 and City of Heroes).

However, this strategy of supercharged visuals has made things hard for a number of games. Vanguard in particular suffered a...
 

Enemy Territory: Quake Wars with some Graphics Issues!

50°
340w ago - Nearly eight months after the PC release, Underground Studios and Splash Damage are set to release Enemy Territory: Quake Wars on the PlayStation 3 late next month.

After a full day at Activision's press event on Tuesday, PSU received hands on with both the versions of the title, going in excited, coming out disappointed.

First things first, Activision has given an official release date of May 27 in North America, with Korean and European versions to ship shortly after. Studio CTO at Underground Development Bill Chin said, "You can expect Korean and European versions to ship within a few weeks after the U.S. release, with Japan probably being the last [to receive the game].

For those not familiar with Enemy Territory, the game is an objective based team multiplayer, pitting humans versus an alien race known as the Strogg. The title features a single player campaign were players must follow a list of objectives moving from one area to another and destroying hordes of enemy bots. Then on the multiplayer side of things, players can fight online via PlayStation Network, or through LAN with up to 16 players.

Compared to the PC version, multiplayer is nearly the same, featuring all the same maps, weapons, and vehicles. Gamers picking up the PS3 version will see a few new features...
 

Mark Rein: PS3 UT3 graphics better than Gears of War

50°
363w ago - Epic head honcho says "something special" about playing PC shooter on PS3.

PS3 UT3 has better graphics than Gears of War according to Mark Rein, Epic's vice president.

Speaking in an interview with Pro-G at the launch of the PC version of the game, Rein said that he was "really proud" of the PS3 game, which he hoped would be out in the US this year. However, due to certification issues he remained sceptical about a similar release date for the European version, instead suggesting early 2008.

He said: "People are going to be pleasantly surprised. It's a really high end experience that pushes the graphics bar up even higher than Gears of War. There's more polygons, there's more stuff going on, there's more explosions and there's more things happening, so we're just really pleased with the way the game runs on the PS3."

Epic's blockbuster third-person shooter Gears of War has proved a massive hit since its release on the Xbox 360 last year. At the time it wowed audiences with its jaw-dropping graphics and gritty portrayal of war.

When asked about the difficulties some game developers have experienced with Sony's next-gen console, the typically enthusiastic Epic boss said: "Doesn't affect us baby!"

He added: "You know, bringing a game to any new piece of hardware...
 

One step closer to 3D graphics access on PS3...

200°
367w ago - The quest for 3D graphics access via homebrew/Linux (Other OS) on the PS3 is beginning to progress significantly. Recently, IronPeter managed to blit the push buffer from user land using fifo control registers.

To quote: I was able to run blit push buffer from the user land using fifo control regs. There was some kind of protection. Very weak protection.

It works unstable for now, but it does work. Probably, it's possible to write some kind of 2D support (stretched blits, color fills, etc).

The main question is about 3D support. We need so-called "context objects" to be properly initalized. Probably, hypervisor does this work for us. All we need are handles (and lpar_dma_reports contains something that looks like this handles). To initialize these objects "by hands" we need to access to very special RSX registers, so called RAMIN area.

PS. I investigate RSX with only open-source information. I have no signed NDA with Sony or NVidia.
 
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