sarusama said:
Sorry I'm sometimes dense and try not too use too much induced information to parse posts. I read what is there and try to make minimal assumptions, because these can be false. As I said before I not necessarily arguing the points, but much more the presentation.
Well I've enjoyed the debate personally and it filled in a lot of gaps both from things presented on your end and from my own thoughts causing me to look up stuff from questions that I formed. I think I have hit the point of understanding that I am looking for so this will be it from me and you are more than welcome to have the last response. I've concluded we're virtually on the same page with the difference being that you prefer hard facts, while not wanting speculation presented as facts. And I'm pursuing reasoned out educated guess and not attempting to go beyond that because information available does not allow that. And this is probably why you are having such a hard time with the presentation, because you want it to be something it is not designed to be. Which also seems to be explained by your career.
sarusama said:
Shit, I think how anal I am stems from having to deal with too many academic papers that are trying to pass BS by you.
1. (underlined above by itself) Your conclusions have to be convincing though. That depends on the evidence that you supply and the knowledge of your audience. It's what would differentiate a weak induction from a strong one. IMO the evidence was not strong enough for the conclusion.
2. (bold above) A new build of what? The rendering engine? sure fine I'll give you that. But for what I consider a game engine that would make up maybe 20% of it. I wouldn't call 20% constructing something new. Now again, remember, I'm
not arguing that they won't build a new engine. Something that has changed with the new hardware that is going to be much more fundamental is the level of parallelism exposed. Multiple CPU threads and lots of CPU cores (depending on how much these are exposed to general compute/stuff that isn't synthesizing an image). Effectively making use of parallelism is a much, much bigger beast than the evolution of shader model from 0 to 3. Why? 1. Because in the case of shaders they can still mostly fit into the concept of geometry transformation and fragment shading, which you have even with model 0. So you are not changing the fundamental operations and the pipelining concept your engine might be based on could still be perfectly relevant: just update it a bit to add binding of the programmable parts. 2. a paradigm shift from having mostly sequential execution to algorithms that most be conceived to expose more parallelism to be effective is currently a big issue with software development. It requires a different way of thinking about things, and producing such algorithms is much harder. Sorry I don't have time to find specific resources for that (talks at AMD's Fusion 11 conference might be good -- C++ AMP -- and you can always start with (
wikipedia).
And because of your career I wanted to target this first. That helps bring things into perspective why you are wanting the type of information you do other than just being the nature of your character. As for the two points
1. That style of reasoning has been considered flawed by some anyway, so you are looking perfection that will not happen, nor have I portrayed that it will give perfection. However it's still applicable in situations like this or else it wouldn't even have a definable existence.
2. I had already come to the conclusion that it's subjective anyway. Using the example you gave, a 20% change in something might be a revision to one person and new to another. That could be because of the amount of change, or where that amount of change might occur. Changing the rendering engine might be all it takes for someone to want to call it new. Another person might call it new just because they added a few more available textures.
Plus I'm left kinda scratching my head because the "Shader Model 0.0" was more of a joke and it feels you took that seriously. But if we're looking at if from the perspective you give there then why call a car new if it still has four tires, seats, a steering wheel, an engine and other parts reused throughout the decades?
sarusama said:
Sorry I fail to see how the following sentences support the task being "hard". If you're saying you have to do something as opposed to nothing to get it working, then I wouldn't call that "hard". Also, particularly when it come to assets, I can say for a fact that that is a gigantuan amount of work that goes into building content pipelines. These depend on two things: 1. the producer and 2. the consumer. In our case 1. the producer is a various set of tools like Maya for models/animations, Audio composition software and what have you. These software suites have a much more long-lived development cycle and typically change incrementally. 2. The consumer is the game engine that needs to be able to understand the assets and process them properly. Although the refresh cycle of these engines might be more dramatic than the producer software, what assets are and how they are described usually doesn't. Also no matter what your rendering special effects are, a mesh is a mesh so to say, and it's description is fairly stable. 90% of a game (if not more) is assets and optimizing the asset management, making sure you get the most out of your artists is important. All of this is to support the following proposition: developers are likely to separate out how an asset is managed from other components of the engine, such as the rendering engine. And that is to support: they are likely to reuse, without loss of functionality or "power" their asset pipeline. So finally, I would rather say that the task of using "old assets" with a "new engine" is likely not "hard".
LOL. That's a long paragraph that will get no disagreement on my part. The problem is it still misses that I said "hard" figuratively, not literally (I think you still stopped short of that part). So while a very good point with lots of knowledge I can use, it's not addressing the context I use hard making a good point unfortunately irrelevant from a debating standpoint.
sarusama said:
And you are also missing my point (most likely because I don't express it properly enough). I'm not saying the capabilities of UE2 vs UE3 aren't different and that running a game on one vs the other is not going to "gimp" it. I was talking about how fundamentally different Engine6 is as opposed to Engine5 (using UE as an illustration, not that I'm going to spend half a day googling and contrasting their internals): say 90% of the Engine6 uses the same code as Engine5 will you call it "new"? The most obvious changes from a users point of view are the graphics, but that is only one component of the engine. The point is that you don't know what the capability of Nintendo's engine is, nor how much needs to change for it to completely exploit the capabilities of the new hardware.
Ok, because it was feeling like you were debating something different from what I was saying. As for Nintendo's engine, it was never said nor implied that I know what it's totally capable of. However through reasoning from the available evidence, I believe there is enough information to make a good educated guess of what it can do/has done. You just have to realize that there is no attempt to go beyond that because in the end this is all hypothetical. I can't tell you to go against your nature, but I can ask you just to bend it a little to accept the premise of all this not being an attempt prove the stated view(s) at 100% accuracy.