Veritas777 opened this issue on Jul 03, 2004 ยท 20 posts
Dale B posted Sun, 04 July 2004 at 9:07 PM
.... I'll believe it when I see it. There is a =lot= of man hours going into game content creation. That is still the single most labor intensive aspect of game design and creation. UT 2004 is beautiful...as is Unreal 2. And the bar goes higher when Half Life 2 and Doom 3 hit this August. But that doesn't alter the fact that a lot of work goes into the eye candy....and there in exactly -no- commonality between game engines. All of them use propietary file formats, and custom written plugins for the major software packages. To this day there are still occlusion tricks and Z buffer filtering to narrow the actually active area and allow more resources for the game to move more in that area. Particle and lighting effects are real time now only because graphic cards have essentially become small computers themselves, dedicated to handling just those things (to get the snazzy water effects you can see in Morrowind, for instance, you have to have a GF-3 card that supports both pixel and vertex shaders). XP-64 has promise....eventually. There is a dearth of even beta drivers out there, rendering the beta of the OS next to useless (and that assumes that there will be a 64 bit Direct X release....something that I haven't seen confirmed). Poser would actually benefit from a recompile into 64 bitness...the extra memory bandwidth would make things smoother, and really open the window to large renders. The same for Vue, Bryce, etc. The porting to 64 bit has been reported to be comparatively easy (so far). Like you said; most people don't know what they are doing with the apps they have. All this instant gratification system would do is produce the same drek in greater quantities. Speed can not replace talent...no matter how many monkey bang on those typewriters.