Argyle said:Yeah, ideally, they'll need 100-120![]()
I must be missing a sarcasm sign somewhere. A devkit is not a computer you use to run Visual C++, Maya, Photoshop, etc on. You do that on bog standard PCs/Macs.
Argyle said:Yeah, ideally, they'll need 100-120![]()
sonycowboy said:Oh, I definitely agree that dev costs in general have gone up. Number of employees is climbing, technological requirements, and hell, just salaries have risen considerably over the past 5-10 years for quality folks.
However, the dev kits is what we're talking about here and they're only a sizable drop in the huge dev cost buckets were talking about here.
sonycowboy said:The outcry here just shows the lack of knowledge that many here have regarding dev costs.
It's an expanded debug station - package comes with a network card and a special bootable Memory Card where the network drivers also go. It needs a host PC to run DSNET manager, and the development machines then connect to the host PC IP, from there the functionality is the same as that of regular DTL10k, but with less free memory of course.Argyle said:I didn't know about the mini devkits - what do they look like?
Oh I didn't know about that - well I guess that works in a similar manner then.To be fair, you can also use an Xbox Debug Kit (green) as a devkit, you lose a couple of features but it has the same amount of memory as a normal devkit (clear)...I think the debugs are sub $1K?
Tempy said:I must be missing a sarcasm sign somewhere. A devkit is not a computer you use to run Visual C++, Maya, Photoshop, etc on. You do that on bog standard PCs/Macs.
RevenantKioku said:Absolutely, but the point I was trying to paint is that it will hurt smaller devs even more, and the more of them that die, the more we the consumer get hurt over time.
TheInkyVoid said:No it won't.
No they won't.
And no we won't.
RevenantKioku said:Thanks for the compelling argument.
I think that will be a lot less necessary with new consoles. Think about it, both of them have PC derivates for graphic output, and with HDTV as standard we are going to be viewing games on PC monitors a lot as well (not everyone can get their own SXRD panel on the table).Argyle said:Maybe people will end up sharing devkits more (particularly when devkits are scarce), but IDEALLY, you'd have devkits 1:1 for your team.
Argyle said:I guess so. I know what a devkit is.
Have you ever worked on a console game? Things look different on your PC monitor compared to on a TV screen - moreso when you consider an artist will be looking at it in Maya or Max, vs in-engine. Artists need to test their shit so they don't break the rest of the team, and they need to tweak it to make sure it looks right. Programmers need to test and debug their code. I guess you could maintain a PC build for people with no devkits, but that also has a cost, and it STILL looks different so it doesn't solve all the problems.
Maybe people will end up sharing devkits more (particularly when devkits are scarce), but IDEALLY, you'd have devkits 1:1 for your team.
Fafalada said:It's an expanded debug station - package comes with a network card and a special bootable Memory Card where the network drivers also go. It needs a host PC to run DSNET manager, and the development machines then connect to the host PC IP, from there the functionality is the same as that of regular DTL10k, but with less free memory of course.
It's actually a bit less then 1k$ but I forgot the exact price so I rounded up
The bootable memory card will work with any networked debug-station, so long as it's a new enough model (I think it had to be made in 2004 or later), I think they also sell just the cards separately.
Fafalada said:Oh I didn't know about that - well I guess that works in a similar manner then.
Explain then please. I wasn't born on this world knowing everything about business, unfortunately.TheInkyVoid said:It wasn't an argument, it was a correction.
Fafalada said:I think that will be a lot less necessary with new consoles. Think about it, both of them have PC derivates for graphic output, and with HDTV as standard we are going to be viewing games on PC monitors a lot as well (not everyone can get their own SXRD panel on the table).
So basically you are reducing the differences both in terms of screens, and the actual output, and with cross platform PC centric engines like U3 you'll basically get nearly identical output from PC dev machines.
Tempy said:Yes, I know why artists and coders need a devkit but they don't need them 100% of the time so it gets shared. It seems quite expensive to me to give everybody a devkit, and I have my doubts that there are any companies out there who do that.
EDIT: And yes we do maintain a PC build
Argyle said:That's not to say that a game can't be built with < 50 devkits on a 120 person team, but I think a lot of people will be sitting there twiddling their thumbs. When you consider people's salaries, maybe the up-front cost of springing for an some extra devkits might be worth it?
killermmn said:dev kit is were you create and debug is were you beta testing it!!
Tempy said:I don't know who you work for or which company you're basing these numbers on, but a development team of 120 will NOT need -50- devkits.
That HDD is for the PC host that's also inside TOOL, not the actual PS2 board. PS2+HDD dev requires an external drive (inna v1 Jap PS2 stylee) IIRC.Fafalada said:Sarcasm aside, as a point of interest, PS2 devkits always had an internal HDD with Linux installed in there.