People are still tweeting about it even now... It just shows how rumours can get out of hand.
HA HA HA HAHA W.E.S
LOL could you imagine if the made up rumor became true? The irony
People are still tweeting about it even now... It just shows how rumours can get out of hand.
I thinks its fair to say that the art of squeezing power out of consoles (through optimzation, good coding and cleve work arounds) has been pretty much destroyed by the large influx of western/PC developers that have moved into the console space in the last 15 years. There are some that give it the good fight, but now it seems that its all "we need more RAM/Power/ETC" or just let EPIC optimize the middleware. But I wonder if its a testament to true talent (or lack there of) of some current developers to work miracles with in their limitations. Or if the nature of modern development dictated by the pressure of deadlines/milestones and the dread publisher/developer relationship has rendered it a skill that can no longer be afforded or truly viable?
I thinks its fair to say that the art of squeezing power out of consoles (through optimzation, good coding and cleve work arounds) has been pretty much destroyed by the large influx of western/PC developers that have moved into the console space in the last 15 years.
That was a long time ago.Former PC exclusive developers (such as Crytek, Epic, Dice, id) have shown that they are far the best at optimizing for weak hardware.
While it's not true that Japanese devs use just as much middleware to begin with, the developers most competent when it comes to optimization are handheld developers, because they have to work wonders on limited hardware. And there simply aren't all that many talented and ambitious handheld devs in the west, and particular the US (something I'd partially attribute to the fact that there was never a large demo scene in the US).And there is ZERO basis for thinking Western developers are somehow less competent at optimization.
Japanese developers use just as much middleware as Western ones as well. UE3 gets a lot of use, From Software uses phyre Engine, even gamebryo was used for Catherine. Plus in house 'middleware' like MT Framework.
I was gonna put Reggies face on my monkey body, but after careful consideration I decided not to.
Calling guys with any amount of melanin monkey's has way too many negative connotations.
Stupid racists taking all the fun out of monkey based humor.
Former PC exclusive developers (such as Crytek, Epic, Dice, id) have shown that they are far the best at optimizing for weak hardware.
And there is ZERO basis for thinking Western developers are somehow less competent at optimization.
Japanese developers use just as much middleware as Western ones as well. UE3 gets a lot of use, From Software uses phyre Engine, even gamebryo was used for Catherine. Plus in house 'middleware' like MT Framework.
That was a long time ago.
While it's not true that Japanese devs use just as much middleware to begin with, the developers most competent when it comes to optimization are handheld developers, because they have to work wonders on limited hardware. And there simply aren't all that many talented and ambitious handheld devs in the west, and particular the US (something I'd partially attribute to the fact that there was never a large demo scene in the US).
That was a long time ago.
While it's not true that Japanese devs use just as much middleware to begin with, the developers most competent when it comes to optimization are handheld developers, because they have to work wonders on limited hardware. And there simply aren't all that many talented and ambitious handheld devs in the west, and particular the US (something I'd partially attribute to the fact that there was never a large demo scene in the US).
Well, Arkham specifically said that his team wasn't taking the time to optimize their game.Poor Arkham![]()
I'm still pissed that you guys scared him away.
I thinks its fair to say that the art of squeezing power out of consoles (through optimzation, good coding and cleve work arounds) has been pretty much destroyed by the large influx of western/PC developers that have moved into the console space in the last 15 years. There are some that give it the good fight, but now it seems that its all "we need more RAM/Power/ETC" or just let EPIC optimize the middleware. But I wonder if its a testament to true talent (or lack there of) of some current developers to work miracles with in their limitations. Or if the nature of modern development dictated by the pressure of deadlines/milestones and the dread publisher/developer relationship has rendered it a skill that can no longer be affored or truly viable?
"Advanced" and "optimized" are not synonymous at all. I don't think you really understand the meaning of the word "optimization" - it's about getting the most out of limited resources. Getting five times better results out of ten times more powerful hardware is not optimization.What? All of those devs released new games with new or updated engines last year that use the most advanced tech on consoles.
I'd say say handheld games for the DS and PSP were largely very unoptimised with poor framerates or were 2D games or simple 3D games, but that seems to be changing only now with the new handhelds that have better screen quality and hardware to handle modern tech. And again there's nothing to suggest Western developers are less competent, optimization concepts learned from working on consoles can be applied to handhelds too.
And there is ZERO basis for thinking Western developers are somehow less competent at optimization.
The premise actually.There's a Clerks 2 joke in here somewhere....
I never misspelled his name.it's probably a mix of everyone misspelling his name all the time and the objectively terrible thread title.
"Advanced" and "optimized" are not synonymous at all. I don't think you really understand the meaning of the word "optimization" - it's about getting the most out of limited resources. Getting five times better results out of ten times more powerful hardware is not optimization.
I'm not saying the don't have the ablity to do so, but in this cycle's climate can they even afford the resources/luxury to do so? Starbreeze's Riddick was far more impressive for what it was and did on the original xbox than Syndicate appears to be (though I haven't played much ouside of the demo). Even SK's Eternal Darkness on N64 outclasses (relative acourse) Too Human or Xmen Legends. What Western developer has done for their in-house only engine to the same level of say Capcom has taken MT Framework acrosss it's multiple projects? Middleware, while a necessity it seems, should be held to a different standard. Though if you look at what Irrational did with the original Bioshock & Infinite or what Retro supposedly did for the Prime series there is a good of advantange to even hitting the metal of even middleware solutions.
it's probably a mix of everyone misspelling his name all the time and the objectively terrible thread title.
Again: "advanced" != "optimized".That they're getting such advanced techniques onto the console at all is a testament to their skill at optimisation. Perhaps Crytek are the odd one out there considering how bad the console framerate can get - CD Projekt is a better example. Witcher 2, BF3, Rage and Gears 3 some of the ebst tech on console with good framerates.
Why specify Western devs? Other devs are in the same climate without the same luxuries. Plenty have taken a dive in regard to their tech output relative to last gen just like Western devs.
EA is doing the same thing with Frostbite 2 that Capcom has done with MT Framework.
My future self came to me in a dream and told me about the madness to comeit's probably a mix of everyone misspelling his name all the time and the objectively terrible thread title.
Again: "advanced" != "optimized".
Why specify Western devs? Other devs are in the same climate without the same luxuries. Plenty have taken a dive in regard to their tech output relative to last gen just like Western devs.
EA is doing the same thing with Frostbite 2 that Capcom has done with MT Framework.
I think its safe to say that the majority of today's developers are kids that grew up writing writing mods for Unreal and Quake in the 90's. Alot of these engines were hogs which chewed up memory fast - especially Unreal. So these guys are used to the easy PC development, with all these libraries & API's already provided for you and they are used to a high level of abstraction from the hardware.I thinks its fair to say that the art of squeezing power out of consoles (through optimzation, good coding and cleve work arounds) has been pretty much destroyed by the large influx of western/PC developers that have moved into the console space in the last 15 years. There are some that give it the good fight, but now it seems that its all "we need more RAM/Power/ETC" or just let EPIC optimize the middleware. But I wonder if its a testament to true talent (or lack there of) of some current developers to work miracles with in their limitations. Or if the nature of modern development dictated by the pressure of deadlines/milestones and the dread publisher/developer relationship has rendered it a skill that can no longer be affored or truly viable?
I think its safe to say that the majority of today's developers are kids that grew up writing writing mods for Unreal and Quake in the 90's. Alot of these engines were hogs which chewed up memory fast - especially Unreal. So these guys are used to the easy PC development, with all these libraries & API's already provided for you and they are used to a high level of abstraction from the hardware.
The difference with the old school console coders is that these guys were used to coding in assembly and really pushing the hardware to the metal to extract every single gram of performance out of a machine. These guys could use a single line of code, to do what could take todays kids 10 lines of code to achieve. I remember Nick Jones of Shiny Entertainment saying the Super NES developers manual was basically several pages of poorly photo copied paper bundled together. Badly translated to English from Japanese. So for the most part you were left on you own to figure out the hardware - there was no hand holding. And these guys could push hardware to do stuff it wasn't meant to be doing. Even on Amiga scene they were guys doing stuff you couldn't imagine being pulled off by 16 bit machine with merely 2Mb of memory. Even for day to day computing tasks that machine was fast.
In actuality one of the Gamecube's launch games is better technically IMO than all of the Wii library. The quality has in fact regressed. Both Factor 5 titles: Rogue Squadron and Rogue Leader have yet to be topped on the Wii. Factor 5 made their name on the demoscene coding amazing visuals for the Amiga (beyond what you thought the hardware were of capable of). They are true old coders who like to push hardware to the limit. And they are not 'used to' being spoon fed by waiting for libraries & middleware to be made for them. Even on N64 they made their own libraries for audio - to improve the standard sound quality of the N64 which they felt was inadequate.A comparison of just about any of the HD console's launch games with some of the more recent powerhouse releases (Crysis 2, Uncharted 3, Gears of War 3, just to name a few) can plainly see that developers continue to squeeze consoles more and more, topping themselves year after year in ways similar to what occurred in the 8 and 16 bit days. Conversely, one need only look at the Wii itself and its recent blockbusters to realize that without increases in hardware capabilities, you can only push games so far. Programming tricks can't make up for outdated hardware, which is the reason even the best looking Wii games are about on par with great original Xbox games. The use of middleware is not evil. In fact, it probably frees up developer resources in ways that contribute to even better games.
The Ninty ninjas have got him...
:lol
NintendoGal.com: What were some of the challenges you faced when making this game for Nintendo 3DS?
Jens Andersson: I think the biggest challenge was to work through the online aspects with Nintendo. Nintendo is very focused on having user-friendly and safe devices, and while they very much want to see something like Colors! 3D on their device, they don’t want to compromise that. In some ways, I think I got to test the waters as we haven’t really seen much of this level of user generated content on Nintendo platforms before. That being said, they were incredibly supportive and helpful, and seemed to spend more time working with me on Colors! 3D than I expected them to spend on any eShop title.
...
NG: Why do 3D painting and has 3D been something you’ve been interested in for awhile?
JA: It was more that the Nintendo 3DS was a platform that I was interested in. I’m a big fan of designing for the strengths of a platform, and when the Nintendo 3DS came out, I realized that I could make something special with it. Painting in 3D hasn’t really been possible before, at least not easily (you can paint on layers of glass), and I wanted to see how that could work.
...
NG: Were there any features you wanted to include in Colors! 3D that you weren’t able to?
JA: I would have wanted to do more with the Paint with Friends feature, like being able to paint with more of your friends at the same time, or paint over Wi-Fi rather than just local wireless. The truth is that I only had two dev-kits, so I couldn’t really do that and test it properly. Also, the online gallery is a big focus for me, and I want to do much more in that area. Some of it will be possible post-launch by just updating our servers, but some new features would require an update.
NG: How long will the online gallery be around?
JA: As long as there are people using, I hope. There isn’t too much of a cost keeping a server running, and there isn’t too much work-load to keep it going, since we have the community’s help to do moderation.
NG: Is it disappointing that the Nintendo 3DS doesn’t support pressure sensitivity?
JA: I never expected it to. While something that would be amazing in Colors! 3D, I can’t think of too many uses of pressure sensitivity outside painting tools.
NG: Will you be updating Colors! 3D if the need arises?
JA: I hope to. The response to the Colors! 3D launch has been overwhelmingly positive, and it looks like the sales are going well as well. So, hopefully I will have to opportunity to do an update and add some features that I, and the community, would want to see.
NG: Lastly, does Collecting Smiles plan to develop any other applications or games on a Nintendo platform in the future?
JA: I hope so. I’d very much like to see Colors! on Wii U for example, but nothing has been decided here yet. Also, it seems like the eShop is quickly becoming a great platforms for smaller developers like me, so at some point I hope to develop some of the game prototypes I’ve been working on into full games and publish them there.
The problem with almost all middleware outside of a few tiny libs like fmod is that it's overengineered. The tools do too much, wasting resources on all kinds of stuff even if a game doesn't need it. Also, your examples aren't really all that telling, as those are games designed hand in hand with the engine they run on. Crytek, Epic or Naughty Dog don't use off-the-shelf engines, they design their own engines for their games and vice versa, and have the in-depth knowledge and manpower to optimize the engines not only for a particular platform, but also for a particular game.A comparison of just about any of the HD console's launch games with some of the more recent powerhouse releases (Crysis 2, Uncharted 3, Gears of War 3, just to name a few) can plainly see that developers continue to squeeze consoles more and more, topping themselves year after year in ways similar to what occurred in the 8 and 16 bit days. Conversely, one need only look at the Wii itself and its recent blockbusters to realize that without increases in hardware capabilities, you can only push games so far. Programming tricks can't make up for outdated hardware, which is the reason even the best looking Wii games are about on par with great original Xbox games. The use of middleware is not evil. In fact, it probably frees up developer resources in ways that contribute to even better games.
Collecting Smiles's Jens Andersson interview from NintendoGal, in which he talk about the eShop, the Wii U, etc.
JA:...Also, it seems like the eShop is quickly becoming a great platforms for smaller developers like me, so at some point I hope to develop some of the game prototypes Ive been working on into full games and publish them there.
It's because one of the things that makes NeoGAF so much more civilized and high quality than like GameFAQs or IGN boards is the lack of BS. If someone here says they know something, then they are held accountable for it. It's not really about other sites getting the wrong info (although that reflects poorly on NeoGAF), it's more about people here seeing something and assuming it's real, and then bringing it up in other conversations later, never realizing that it was fake. It doesn't take much of that before you just can't trust what people are talking about.BTW, I didn't expect old Reject to get a perma ban for that fake-out the poor bastard. If some moronic websites look at that and actually just take it as fact without verifying it, and people then go and believe it, well thats their tough titties IMO.
wow, you know this meme ?![]()
I know I spend too much time on the internet, you don't have to remind me...
Jerk!
But yes, I do. I'm French Canadian, so it only makes sense that I know the only french meme out there.
The Wibes logo is fucking terrible; we are in 2012, we have dozens of good and easy-to-use programs and this is what the guy comes up with.
I swear there are several people here that could do better with almost no effort :lol
And IdeaMan I want to play the beta of your game!![]()
So the U.S. Patent cites Wii U as "Universal Remote Controller"
Could this mean total control over the TV?
(Is such a thing even... possible?)
It would certainly make sense with the huge ram for OS... if you can preview a couple of channels on the pad while the tv is running, I think that's a big selling point. (plus, messing with your roommate's tv time)
Oh lawd, I just got an idea!
Imagine a crazy gameshow running on the TV while you're holding the Upad, communicating with your team members and answering questions/playing games. As you get better, you can end up live at the show, and win stuff! Live from your living room.
There Nintendo, license my idea and rake in the cashews. Run with it!!
So the U.S. Patent cites Wii U as "Universal Remote Controller"
Could this mean total control over the TV?
(Is such a thing even... possible?)
It would certainly make sense with the huge ram for OS... if you can preview a couple of channels on the pad while the tv is running, I think that's a big selling point. (plus, messing with your roommate's tv time)
Oh lawd, I just got an idea!
Imagine a crazy gameshow running on the TV while you're holding the Upad, communicating with your team members and answering questions/playing games. As you get better, you can end up live at the show, and win stuff! Live from your living room.
There Nintendo, license my idea and rake in the cashews. Run with it!!