| Swam Mollen 2006-09-23, 7:33 pm |
| It may be in development still, but the reflections and observations
clearly show the game is far from flawless graphically. Sure, glitches
will go, but it remains true that you don't get 108-p and 4gb level
data for free.
Identikit clone soldiers repeating the same patterns, short draw
distances, clipping etc anre indicative of a lack of graphical and
processing power. If the soldiers, for example, are simply one set
routine or somthing like that, it suggets the PS3 hasn't the AI
processing powers that has otherwise been suggested (the lack of branch
prediction ont he SPEs of the Cell would explain that). The
short/swimming draw distance suggests the PS3 is drawing on allit's
powr to put textures near the game camera, and not on the distant
objects. I.E. the lack of video RM (comparatively) is clearly at fault
there. That and display buffer bandwidth.
Poor colision detection is indicative of a physics system that isn't so
well developed.
What I am trying to establish is that Dragons Lair is clearly all about
flash, but the rought details shine through all that. Somthing most PS3
games are suffering from.
4gb of level data my arse. If its streaming textures and level data in
mid game, it's clearly going to be on the rails. Yet the demo shown
was a free-flying environment. THe PS3 doesn't have a fast enough drive
to stream fast enough! Nor does it have enough VRAM to cope with
textures running into tens or hundreds of megabytes.
I'm guessing they have left the game uncompressed, and have lots of
cutscenes to fill out the level.
getrich@1upandup.com wrote:
quote:
> Sammy Moulden wrote:
>
> Sammy, game is STILL IN DEVELOPMENT. Will see how the final product
> pans out.
>
> - Richard Hutnik
|