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Lair Developer Exposes XFLOP FANBITCH LIARS
|
|
| Bligmerk 2006-09-22, 7:34 pm |
| No downgrades, no overheating, full 1080p development, MOTION
CONTROLLER - NOT TILT CONTROLLER, one level 4GB. It is particularly
sad and tragic the xflop fanbitches only had nasty, lying gossip
spreading on their side, since there was nothing positive about their
piece of junk box. xflop 3-shitty is sooo DEAD.
----------------------
IGN: How long have you been working on the project? And how far into
the game were you before you had proper PS3 dev kits? Also, have the
final specs changed anything about the game at all?
Eggebrecht: Lair has been in production since 2004. For a long time the
team was quite small, by now we have a whole army on it. The dev-kits
evolved throughout that time, but the specs really didn't. We started
with Lair at exactly the same time as the PS3 specs were specified and
the hardware partners were locked-in. So we knew what to expect. Cell
already was far along, the NVIDIA partnership made things very clean
and clear on the graphics front, and Blu-ray never was in question,
either. The final decisions about the hard drive as a standard
inclusion took a bit longer, but we planned on using it from day one
anyways, so we were prepared.
The final dev-kit delivered exactly what we expected in terms of power;
there was no nasty last-minute surprise or anything. I'VE READ THE
RUMORS OF CELL BEING SO HOT THAT THEY HAD TO DOWNGRADE CLOCK-RATE AND
QUITE FRANKLY, I DON'T KNOW WHO IS SPREADING THOSE. Cell specs didn't
change, its speed didn't change, in fact the final retail unit is so
quiet that when we first had Lair booting from disc on it we thought
the PS3 wasn't running at all.
IGN: What are your thoughts on 1080p? You're rendering some stuff out
at that resolution now, do you think it's necessary for games to be
standardized as 1080p and is it doable?
Eggebrecht: First of all, we are not only rendering some part of Lair
in 1080p. The whole game is in 1080p native, from front-end to all
in-game bits.
We absolutely love 1080p because of the detail that you can see. When
we went up from 720 to 1080 I was blown away how much more of the
artwork was visible. We started out being true 720p proponents, but
since switching over to true 1080p via HDMI a few months ago I can't go
back.
Lair is not upscaling or cheating to get to 1080p, we are natively
running at the full 1920x1080 progressive resolution. Earlier this year
we were quite skeptical if that would be possible, but the final kits
really were a revelation in terms of power. Sony delivered what they
promised and after a bit of tweaking we had the game up-and running.
One thing that did help us was that our engine always was heavily
reliant on data streaming, so the larger frame buffer memory never was
an issue. By now half of our staff has 1080p monitors, and believe me,
the 720 guys are jealous.
IGN: Quick Fanboy wars question -- Could Lair be done under its current
spec on the Xbox 360? If so, why go with the PlayStation 3 "only"
instead of going cross-platform?
Eggebrecht: Lair in its current form couldn't be done on 360. We are
using large amounts of Cell's SPUs for all of our geometry, landscape,
simulations, animations, even troop AI. When we create a game, we
absolutely focus on the platform it is designed around. Would we do one
for 360, it would be a different game and a different engine -- most
crucially perhaps though: Lair is an entirely different game without
the motion control and gesture recognition since it was designed around
it.
IGN: What advantage does Blu-ray afford you now? Everyone talks about
how great the extra storage space is but are you actually using it for
Lair?
Eggebrecht: The single level at TGS alone takes up 4 Gigabytes of data.
We are using every ounce of that due to streaming of our textures. Sure
you could chop them all down to tiny sizes and we would fit, but then
again, it would not be the same game. In addition to all the textures
and geometry, we also do have video on the disc, and all of that is in
native 1080p resolution. Thanks to Blu-Ray we don't need to worry about
that and can still fit the whole game on a single disk.
IGN: Are you going to use the tilt function or HD IP camera in any way?
Eggebrecht: The motion controller is not only about tilt and Lair will
open your eyes about it. It detects tilt, yaw, and roll with extreme
precision. But it also detects accelerations in space, and in the
combination of the two it's a full-blown and very complex motion
control system. All of Lair is built around the controller.
in fact I was begging the PS3=B4s controller designer early on to
include full motion-sensing capabilities. It was something I was hoping
for since the N64 days. For a short while it seemed to be an option for
the GameCube but apparently the cost made it impossible at the time. I
was certain that with the next round of consoles for a true next-gen
jump it needed to be there. Graphics and sound are very important, but
without a big generational jump in controls a new console is not truly
next-gen for me as a creator. So remembering that PS3 controller
meeting, I promised that our project, which would become Lair, would be
the perfect showcase for the functionality.
| |
| Robert P Holley 2006-09-22, 7:34 pm |
|
Bligmerk wrote:
quote:
> No downgrades, no overheating, full 1080p development, MOTION
> CONTROLLER - NOT TILT CONTROLLER, one level 4GB. It is particularly
> sad and tragic the xflop fanbitches only had nasty, lying gossip
> spreading on their side, since there was nothing positive about their
> piece of junk box. xflop 3-shitty is sooo DEAD.
> ----------------------
>
> IGN: How long have you been working on the project? And how far into
> the game were you before you had proper PS3 dev kits? Also, have the
> final specs changed anything about the game at all?
>
> Eggebrecht: Lair has been in production since 2004. For a long time the
> team was quite small, by now we have a whole army on it. The dev-kits
> evolved throughout that time, but the specs really didn't. We started
> with Lair at exactly the same time as the PS3 specs were specified and
> the hardware partners were locked-in. So we knew what to expect. Cell
> already was far along, the NVIDIA partnership made things very clean
> and clear on the graphics front, and Blu-ray never was in question,
> either. The final decisions about the hard drive as a standard
> inclusion took a bit longer, but we planned on using it from day one
> anyways, so we were prepared.
>
> The final dev-kit delivered exactly what we expected in terms of power;
> there was no nasty last-minute surprise or anything. I'VE READ THE
> RUMORS OF CELL BEING SO HOT THAT THEY HAD TO DOWNGRADE CLOCK-RATE AND
> QUITE FRANKLY, I DON'T KNOW WHO IS SPREADING THOSE. Cell specs didn't
> change, its speed didn't change, in fact the final retail unit is so
> quiet that when we first had Lair booting from disc on it we thought
> the PS3 wasn't running at all.
>
> IGN: What are your thoughts on 1080p? You're rendering some stuff out
> at that resolution now, do you think it's necessary for games to be
> standardized as 1080p and is it doable?
>
> Eggebrecht: First of all, we are not only rendering some part of Lair
> in 1080p. The whole game is in 1080p native, from front-end to all
> in-game bits.
>
> We absolutely love 1080p because of the detail that you can see. When
> we went up from 720 to 1080 I was blown away how much more of the
> artwork was visible. We started out being true 720p proponents, but
> since switching over to true 1080p via HDMI a few months ago I can't go
> back.
>
> Lair is not upscaling or cheating to get to 1080p, we are natively
> running at the full 1920x1080 progressive resolution. Earlier this year
> we were quite skeptical if that would be possible, but the final kits
> really were a revelation in terms of power. Sony delivered what they
> promised and after a bit of tweaking we had the game up-and running.
> One thing that did help us was that our engine always was heavily
> reliant on data streaming, so the larger frame buffer memory never was
> an issue. By now half of our staff has 1080p monitors, and believe me,
> the 720 guys are jealous.
>
> IGN: Quick Fanboy wars question -- Could Lair be done under its current
> spec on the Xbox 360? If so, why go with the PlayStation 3 "only"
> instead of going cross-platform?
>
> Eggebrecht: Lair in its current form couldn't be done on 360. We are
> using large amounts of Cell's SPUs for all of our geometry, landscape,
> simulations, animations, even troop AI. When we create a game, we
> absolutely focus on the platform it is designed around. Would we do one
> for 360, it would be a different game and a different engine -- most
> crucially perhaps though: Lair is an entirely different game without
> the motion control and gesture recognition since it was designed around
> it.
>
> IGN: What advantage does Blu-ray afford you now? Everyone talks about
> how great the extra storage space is but are you actually using it for
> Lair?
>
> Eggebrecht: The single level at TGS alone takes up 4 Gigabytes of data.
> We are using every ounce of that due to streaming of our textures. Sure
> you could chop them all down to tiny sizes and we would fit, but then
> again, it would not be the same game. In addition to all the textures
> and geometry, we also do have video on the disc, and all of that is in
> native 1080p resolution. Thanks to Blu-Ray we don't need to worry about
> that and can still fit the whole game on a single disk.
>
> IGN: Are you going to use the tilt function or HD IP camera in any way?
>
> Eggebrecht: The motion controller is not only about tilt and Lair will
> open your eyes about it. It detects tilt, yaw, and roll with extreme
> precision. But it also detects accelerations in space, and in the
> combination of the two it's a full-blown and very complex motion
> control system. All of Lair is built around the controller.
>
> in fact I was begging the PS3=B4s controller designer early on to
> include full motion-sensing capabilities. It was something I was hoping
> for since the N64 days. For a short while it seemed to be an option for
> the GameCube but apparently the cost made it impossible at the time. I
> was certain that with the next round of consoles for a true next-gen
> jump it needed to be there. Graphics and sound are very important, but
> without a big generational jump in controls a new console is not truly
> next-gen for me as a creator. So remembering that PS3 controller
> meeting, I promised that our project, which would become Lair, would be
> the perfect showcase for the functionality.
| |
|
| I'm sure the game does indeed look very good. When a development
company spends almost 3 years developing a game soley for one platform
and codes in such a way to maximize every ounce of hardware benefit
from that platform then yes the game will probably be pretty polished
and optimized.
They spend so much time hyping "1080p via HDMI". 1080p, 1080p,
1080p..blah blah blah..almost like they are doing a PS3 commercial.
But do they realize their nice pretty 1080p game, which they are
probably demoing on a 55" 1080p TV, is going to be played by 90 percent
of gamers on a 720p or 480i TV??
And I'm sure the motion technology is kinda cool too. It's just too
bad you won't be able to feel stuff like the ground shaking when a
dragon lands because your controller has no rumble ability.
| |
| Magnus 2006-09-22, 7:34 pm |
| "Bligmerk" <bligmerk@yahoo.com> wrote in message
news:1158950642.613469.181560@b28g2000cwb.googlegroups.com...
quote:
>Eggebrecht: Lair in its current form couldn't be done on 360. We are
using large amounts of Cell's SPUs for all of our geometry, landscape,
simulations, animations, even troop AI. When we create a game, we
absolutely focus on the platform it is designed around. Would we do one
for 360, it would be a different game and a different engine -- most
crucially perhaps though: Lair is an entirely different game without
the motion control and gesture recognition since it was designed around
it.
I'm not sure about the rest of the interview but this really sounds like
bullshit. He's trying to claim that a game that has been in production for
3 years is designed around motion control when Sony basically added it at
the last minute and even games like Warhawk had it included at the very last
minute for E3.
| |
| Doug Jacobs 2006-09-22, 7:34 pm |
| In alt.games.video.xbox Bligmerk <bligmerk@yahoo.com> wrote:
quote:
> No downgrades, no overheating, full 1080p development, MOTION
> CONTROLLER - NOT TILT CONTROLLER,
Does that mean when you fling your controller at the wall in disgust, your
character onscreen will suddenly fly to the left side of the screen, and
explode when your controller shatters upon impacting the wall?
| |
|
| Somebody might be able to elaborate on this but isn't that a minutes
loading time for just the data alone. I hate loading times, I wish
they'd concentrate on ease of play rather than fancy graphical effects .
Bligmerk wrote:
quote:
> No downgrades, no overheating, full 1080p development, MOTION
> CONTROLLER - NOT TILT CONTROLLER, one level 4GB. It is particularly
> sad and tragic the xflop fanbitches only had nasty, lying gossip
> spreading on their side, since there was nothing positive about their
> piece of junk box. xflop 3-shitty is sooo DEAD.
> ----------------------
>
> IGN: How long have you been working on the project? And how far into
> the game were you before you had proper PS3 dev kits? Also, have the
> final specs changed anything about the game at all?
>
> Eggebrecht: Lair has been in production since 2004. For a long time the
> team was quite small, by now we have a whole army on it. The dev-kits
> evolved throughout that time, but the specs really didn't. We started
> with Lair at exactly the same time as the PS3 specs were specified and
> the hardware partners were locked-in. So we knew what to expect. Cell
> already was far along, the NVIDIA partnership made things very clean
> and clear on the graphics front, and Blu-ray never was in question,
> either. The final decisions about the hard drive as a standard
> inclusion took a bit longer, but we planned on using it from day one
> anyways, so we were prepared.
>
> The final dev-kit delivered exactly what we expected in terms of power;
> there was no nasty last-minute surprise or anything. I'VE READ THE
> RUMORS OF CELL BEING SO HOT THAT THEY HAD TO DOWNGRADE CLOCK-RATE AND
> QUITE FRANKLY, I DON'T KNOW WHO IS SPREADING THOSE. Cell specs didn't
> change, its speed didn't change, in fact the final retail unit is so
> quiet that when we first had Lair booting from disc on it we thought
> the PS3 wasn't running at all.
>
> IGN: What are your thoughts on 1080p? You're rendering some stuff out
> at that resolution now, do you think it's necessary for games to be
> standardized as 1080p and is it doable?
>
> Eggebrecht: First of all, we are not only rendering some part of Lair
> in 1080p. The whole game is in 1080p native, from front-end to all
> in-game bits.
>
> We absolutely love 1080p because of the detail that you can see. When
> we went up from 720 to 1080 I was blown away how much more of the
> artwork was visible. We started out being true 720p proponents, but
> since switching over to true 1080p via HDMI a few months ago I can't go
> back.
>
> Lair is not upscaling or cheating to get to 1080p, we are natively
> running at the full 1920x1080 progressive resolution. Earlier this year
> we were quite skeptical if that would be possible, but the final kits
> really were a revelation in terms of power. Sony delivered what they
> promised and after a bit of tweaking we had the game up-and running.
> One thing that did help us was that our engine always was heavily
> reliant on data streaming, so the larger frame buffer memory never was
> an issue. By now half of our staff has 1080p monitors, and believe me,
> the 720 guys are jealous.
>
> IGN: Quick Fanboy wars question -- Could Lair be done under its current
> spec on the Xbox 360? If so, why go with the PlayStation 3 "only"
> instead of going cross-platform?
>
> Eggebrecht: Lair in its current form couldn't be done on 360. We are
> using large amounts of Cell's SPUs for all of our geometry, landscape,
> simulations, animations, even troop AI. When we create a game, we
> absolutely focus on the platform it is designed around. Would we do one
> for 360, it would be a different game and a different engine -- most
> crucially perhaps though: Lair is an entirely different game without
> the motion control and gesture recognition since it was designed around
> it.
>
> IGN: What advantage does Blu-ray afford you now? Everyone talks about
> how great the extra storage space is but are you actually using it for
> Lair?
>
> Eggebrecht: The single level at TGS alone takes up 4 Gigabytes of data.
> We are using every ounce of that due to streaming of our textures. Sure
> you could chop them all down to tiny sizes and we would fit, but then
> again, it would not be the same game. In addition to all the textures
> and geometry, we also do have video on the disc, and all of that is in
> native 1080p resolution. Thanks to Blu-Ray we don't need to worry about
> that and can still fit the whole game on a single disk.
>
> IGN: Are you going to use the tilt function or HD IP camera in any way?
>
> Eggebrecht: The motion controller is not only about tilt and Lair will
> open your eyes about it. It detects tilt, yaw, and roll with extreme
> precision. But it also detects accelerations in space, and in the
> combination of the two it's a full-blown and very complex motion
> control system. All of Lair is built around the controller.
>
> in fact I was begging the PS3īs controller designer early on to
> include full motion-sensing capabilities. It was something I was hoping
> for since the N64 days. For a short while it seemed to be an option for
> the GameCube but apparently the cost made it impossible at the time. I
> was certain that with the next round of consoles for a true next-gen
> jump it needed to be there. Graphics and sound are very important, but
> without a big generational jump in controls a new console is not truly
> next-gen for me as a creator. So remembering that PS3 controller
> meeting, I promised that our project, which would become Lair, would be
> the perfect showcase for the functionality.
| |
| SkyKid 2006-09-25, 7:34 pm |
| I'll say this, in one post, Blig has managed to squash EVERY rumor that
the Xbox360 fanboys have managed to throw out into this group using
FACTUAL information from the developer below. You guys give Blig lots of
shit but at this point, I think everyone who has posted negative of him
should be on your knee's kissing his Usenet ring.
Lots of good info below. Including the fact that the Cell processor will
be involved in some of the graphics support to the Nvidia Co-processor
as well as the need for data capacity for the blu-ray drive.
Anyone here want to call out the idiot who was posting about the PS3
processor being downgraded? They should be permanently fitted with a
dunce cap.
Regards,
SK
Bligmerk wrote:
quote:
> No downgrades, no overheating, full 1080p development, MOTION
> CONTROLLER - NOT TILT CONTROLLER, one level 4GB. It is particularly
> sad and tragic the xflop fanbitches only had nasty, lying gossip
> spreading on their side, since there was nothing positive about their
> piece of junk box. xflop 3-shitty is sooo DEAD.
> ----------------------
>
> IGN: How long have you been working on the project? And how far into
> the game were you before you had proper PS3 dev kits? Also, have the
> final specs changed anything about the game at all?
>
> Eggebrecht: Lair has been in production since 2004. For a long time the
> team was quite small, by now we have a whole army on it. The dev-kits
> evolved throughout that time, but the specs really didn't. We started
> with Lair at exactly the same time as the PS3 specs were specified and
> the hardware partners were locked-in. So we knew what to expect. Cell
> already was far along, the NVIDIA partnership made things very clean
> and clear on the graphics front, and Blu-ray never was in question,
> either. The final decisions about the hard drive as a standard
> inclusion took a bit longer, but we planned on using it from day one
> anyways, so we were prepared.
>
> The final dev-kit delivered exactly what we expected in terms of power;
> there was no nasty last-minute surprise or anything. I'VE READ THE
> RUMORS OF CELL BEING SO HOT THAT THEY HAD TO DOWNGRADE CLOCK-RATE AND
> QUITE FRANKLY, I DON'T KNOW WHO IS SPREADING THOSE. Cell specs didn't
> change, its speed didn't change, in fact the final retail unit is so
> quiet that when we first had Lair booting from disc on it we thought
> the PS3 wasn't running at all.
>
> IGN: What are your thoughts on 1080p? You're rendering some stuff out
> at that resolution now, do you think it's necessary for games to be
> standardized as 1080p and is it doable?
>
> Eggebrecht: First of all, we are not only rendering some part of Lair
> in 1080p. The whole game is in 1080p native, from front-end to all
> in-game bits.
>
> We absolutely love 1080p because of the detail that you can see. When
> we went up from 720 to 1080 I was blown away how much more of the
> artwork was visible. We started out being true 720p proponents, but
> since switching over to true 1080p via HDMI a few months ago I can't go
> back.
>
> Lair is not upscaling or cheating to get to 1080p, we are natively
> running at the full 1920x1080 progressive resolution. Earlier this year
> we were quite skeptical if that would be possible, but the final kits
> really were a revelation in terms of power. Sony delivered what they
> promised and after a bit of tweaking we had the game up-and running.
> One thing that did help us was that our engine always was heavily
> reliant on data streaming, so the larger frame buffer memory never was
> an issue. By now half of our staff has 1080p monitors, and believe me,
> the 720 guys are jealous.
>
> IGN: Quick Fanboy wars question -- Could Lair be done under its current
> spec on the Xbox 360? If so, why go with the PlayStation 3 "only"
> instead of going cross-platform?
>
> Eggebrecht: Lair in its current form couldn't be done on 360. We are
> using large amounts of Cell's SPUs for all of our geometry, landscape,
> simulations, animations, even troop AI. When we create a game, we
> absolutely focus on the platform it is designed around. Would we do one
> for 360, it would be a different game and a different engine -- most
> crucially perhaps though: Lair is an entirely different game without
> the motion control and gesture recognition since it was designed around
> it.
>
> IGN: What advantage does Blu-ray afford you now? Everyone talks about
> how great the extra storage space is but are you actually using it for
> Lair?
>
> Eggebrecht: The single level at TGS alone takes up 4 Gigabytes of data.
> We are using every ounce of that due to streaming of our textures. Sure
> you could chop them all down to tiny sizes and we would fit, but then
> again, it would not be the same game. In addition to all the textures
> and geometry, we also do have video on the disc, and all of that is in
> native 1080p resolution. Thanks to Blu-Ray we don't need to worry about
> that and can still fit the whole game on a single disk.
>
> IGN: Are you going to use the tilt function or HD IP camera in any way?
>
> Eggebrecht: The motion controller is not only about tilt and Lair will
> open your eyes about it. It detects tilt, yaw, and roll with extreme
> precision. But it also detects accelerations in space, and in the
> combination of the two it's a full-blown and very complex motion
> control system. All of Lair is built around the controller.
>
> in fact I was begging the PS3īs controller designer early on to
> include full motion-sensing capabilities. It was something I was hoping
> for since the N64 days. For a short while it seemed to be an option for
> the GameCube but apparently the cost made it impossible at the time. I
> was certain that with the next round of consoles for a true next-gen
> jump it needed to be there. Graphics and sound are very important, but
> without a big generational jump in controls a new console is not truly
> next-gen for me as a creator. So remembering that PS3 controller
> meeting, I promised that our project, which would become Lair, would be
> the perfect showcase for the functionality.
>
| |
| Sammy Moulden 2006-09-25, 7:34 pm |
|
SkyKid wrote:
quote:
> I'll say this, in one post, Blig has managed to squash EVERY rumor that
> the Xbox360 fanboys have managed to throw out into this group using
> FACTUAL information from the developer below.
Factual information? If I stream uncompressd textures and level data,
from a drive running at half the speed of a medium range DVD-Rom ,
either I'm going to lose full freedom of movement, or the graphics will
ahve a very short draw distance and the game slow moving to cope.
quote:
>From previews, videos and screenshots, it's clear that there's nothing
here that indicates such a vast quantity of texture information. Since
the game AI is so simplistic (for the on-ground soldiers), and the
draw-distance swimming and washy to compensate for the high
resolutions, the framerate jerky when on the ground, and the limited
architectural detail (beyond the bridge), it's obvious that the
developers have sacrificed everything for a few highly detailed dragons
on screen at once, and a few detailed textures for the bridge.
Sure, it's runing at 1080p, but it apepars to be at a cost.
So no, nothing's been 'proven', and your not winning any fans by
patting Bliggy on the back.
[vbcol=seagreen]
> You guys give Blig lots of
> shit but at this point, I think everyone who has posted negative of him
> should be on your knee's kissing his Usenet ring.
>
> Lots of good info below. Including the fact that the Cell processor will
> be involved in some of the graphics support to the Nvidia Co-processor
> as well as the need for data capacity for the blu-ray drive.
>
> Anyone here want to call out the idiot who was posting about the PS3
> processor being downgraded? They should be permanently fitted with a
> dunce cap.
>
> Regards,
> SK
>
>
> Bligmerk wrote:
|
| |
|
|