| Sammy Moulden 2006-09-22, 7:34 pm |
| Hahahahaha, what utter crap.
Lets see what real people. not Sony PR mouthpeices, actually say abouyt
this '1080p 4gb demo'.
http://www.eurogamer.net/article.php?article_id=3D67883
"The game suffers from a multitude of graphics glitches and other such
problems, and the admittedly impressive visuals have a particularly
rough and ready feel in places - with specular highlights and
over-saturated lighting being ridiculously over-used in a manner which
goes well beyond being stylised and hovers dangerously close to the
"ugly" line on occasion, while a weak depth of field system makes
background scenery swim around as if it was being viewed underwater.
Handling is also dodgy; the dragon occasionally clips through surfaces
(and parts of its own body sometimes pop through the wings), while
navigating around towers often gives a peculiar stair-stepping movement
as the creature pops sideways in regular steps to avoid the obstacle.
The troops on the ground also suffer from a lack of animation, with
entire platoons of soldiers performing exactly the same action in
tandem - a horribly artificial effect which drags down the epic feel of
the battle by making the men on the ground seem like automatons."
Once again, bliggy, you are totally OWNED and OWNED GOOD!
Village idiot 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.
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