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Xenon keynote audio is up.

I'm sure this will help us understand how the whole guide thing works...
Anyway, the teamxbox guys are encoding the video right now, it should be up within the hour.
 
at the 13:08 mark Allard said some stunning shit:

"before, we had poly-based rendering, floating point performance was an issue, and tomorrow, we're gonna be looking at realtime raytracing, we're gonna be looking at physics acceleration, and other breakthroughs"



whoa whoa!! Physics Acelleration? as in that PPU ??...... and even more exciting...Realtime Raytracing ??????????????? .....couldn't be for Xbox2|Xenon could it ??? Xbox3 right ??????
 
they have shipped 3000 dev kits for xenon since last year???

at 29:15 min says won't detail hardware till e3

"3 years ago sat down with ibm and ati and built a custom designed system. This system is a monster r will deliever over a terraflop of targeted computing perfomance. Had 1000 engineers working on for 3 years."
 
He takes the piss out of Sony/Kutaragi/Cell/PS3 at ~30:10 (wma version). The "science fair approach", "woo over electronic engineers", "put a fancy label on it forget the fact its hard to program", "takes a year for anything worthwhile comes out" ... and so on.
 
xexex said:
between 1/4th and 1/3rd of the way in, Allard said:
whoa whoa!! Physics Acelleration? as in that PPU ??...... and even more exciting...Realtime Raytracing ??????????????? .....couldn't be for Xbox2|Xenon could it ??? Xbox3 right ??????
Regardless of whether it will be in Xbox 2, 3 or 4. It will be in PCs by this Christmas. MS is very involved in PPC development for Windows boxs.
 
He's sounding a bit like nintendo right before the GC came out. They want balance, developer oriented system etc etc.
 
J Allard on the attack! The little dig at CELL is :lol.

JAllard said:
Great gaming requires great hardware, and we know to get the most out of it, you have to design the hardware with software in mind. You have to design the hardware with the game creators in mind.

Now ultimately there are two approaches when you're designing game hardware. So let's talk a little bit about how we thought about it.

One approach, you can say 'hey it's all about the hardware'. Take a super customized approach with a lot of PhDs and you can design your hardware to win at science fairs. Lots of blue ribbons. You can woo over the electrical engineers of the world. (:lol) You might go so far as to put a fancy label on it. Forget the fact that it's hard to program too, this is cool!

That doesn't mask the fact that you didn't design it for the developer. It becomes apparent because after you launch a system like that it takes a year before anything worth playing comes out. That's a crime. That's a crime. There are too many good ideas in this room to go with that approach.

The science fair approach turns game programmers into hardware schedulers and the only emotion that approach can elicit from you, is frustration. (:lol)

Those days, they're over.

Here's my point, here’s our approach. The platform is bigger than the processor. If your starting point is hardware and focusing on maximum theoretical performance, all the software and services in the world aren't going to help you people make better games.

It's the wrong design point. Hardware's no good if you can't light it up.

So we took the other approach. We designed the hardware with the software in mind. Software that maps back to your needs: the needs of content creators. The better the marriage between software and hardware the closer you're going to get to achieving the theoretical performance of the hardware. When we set out to design that hardware we said from the start we wanted to create that elegant balance between software, hardware, and services.

Of course, we picked cutting edge partners. Three years ago. It was over three years ago we sat down with IBM and ATI and built a custom designed system. This system is a monster. It's going to deliver over a teraflop of targeted computing performance. And for the last three years, we've had a thousand engineers working on it, working across nine different locations to bring the system to life. It's going to be an amazing system.

We're going to deliver custom hand-coded silicon, just like the other guys. But we're going to design that for the HD-era in mind, HD-consumer in mind, and most importantly the HD-game creators in mind.

We believe that innovation is critical, and unlocking that innovation, we need to deliver on familiarity. So we designed the system to bridge gaps. Bridge from the successful last generation and make sure you can use the same tools, same processes, same middleware that you're all familiar with.

So you're not re-imagining your process, you're re-imagining the game.

For the next console, we made a very conscious choice. We made the conscious choice to go to multi-core general purpose silicon. High performance cycles that provide unlimited flexibility. Limitless. It provides you the headroom that you need you'll need and it gives us the opportunity to deliver value to the customer after we've locked on the hardware specs. And we're also insuring that you can take advantage of it. By taking a symmetrical multi-core architecture that's happening in the PC world as well, you get to take advantage of all the new techniques and processes that are coming to life on the Windows platform and on the xbox platform.

So we designed this hardware with software in mind, with you in mind. Our approach here is Bruce Lee. It isn't brute force. And the result is a platform that has games at its core. You're going to be free to develop and innovate with no restrictions and no struggle with the hardware. That's going to allow you to make great games.
 
Playstation3 = Soviet Union. massive and powerful - Xenon = USA. not as large but more powerful in practice. elegant.



Microsoft Xenon pre-emptive STRIKE!


peacekeeper.jpg


PK.JPG


0121peace.jpg


peacekeeper_5.jpg


mirv03yw.jpg


mirv10tm.jpg


mirv43mn.jpg



(that's MX 'Peacekeeper' ICBM with 10 MIRV warheads)

....heh Microsoft has another 'MX' tech...that was the beefed up M2 from 3DO...MX was M2 on steroids. Microsoft bought 3DO Systems renamed CagEnt in 1998 after the CagEnt-Ninty deal fell through. .....MX's DNA/IP is probably somewhere in Xenon's graphics processor....... right Panajev ?
 
Cell Schmell :lol


Allard: our approach was Bruce Lee, it wasn't Bruteforce.


Xenon = Bruce Lee. CELL/PS3 = Bruteforce



oh and IMO,

Xenon > CELL / Playstation 3 in naming coolness factor


Cell Schmell :lol Cell is for geeks. Xenon is for gamers & developers :lol


[/Xenon cocksucking mode off]
 
Having all the new UI features standard in all games without developers having to do anything to enable them. That's really nice.

JAllard said:
All these components: the notifications, the music, the online marketplace, the gamer community, the music library, the gamercard, it's there for every game.

Now you're probably thinking, "All these new features, getting a little nervous... What happens, you know we launch a new platform and we've been through this before J... launch a new platform, the TCRs go way up. The checklists of things I have to worry about go way up."

Well, we hate that too. You're already dealing with hundreds of TCRs, and we hate it too. But it's the only way that we can really control the quality and the consistency of the user experience to get to the mass market scale.

This time, we're going to do it differently. So I'm happy to annouce a major tax break this year, this year we're going to introduce all these new features in xenon, but we're going to reduce the TCR list by over a hundred items. So it's going to be easier for the people in this room to really focus on the vision, on the games you want to create and the experiences you want to deliver.
 
GashPrex said:
they have shipped 3000 dev kits for xenon since last year???

at 29:15 min says won't detail hardware till e3

"3 years ago sat down with ibm and ati and built a custom designed system. This system is a monster r will deliever over a terraflop of targeted computing perfomance. Had 1000 engineers working on for 3 years."
How many dev kits are used in the making of a typical game?
 
right after he says they will save the system for e3, and starts talking about hardware, did anyone else get a chris farley trying to sell brake pads flashback?
 
YELLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLOW, YEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEELLLOW, for those of you with Yellow, it's Happy Time

:lol :lol
 
Doom_Bringer said:
PK_RV6.jpg


woah! What kinda weapon is this?

just a neat image (images) of MIRVs | Multiple Independently-targeted Re-entry Vehicles
(nuclear warheads) raining down ^__^ pretty standard Cold War technology actually.

the U.S. MX Missile (aka 'Peacekeeper' lol) of the 1980s and the Ronald Reagan era. It was the most advanced ICBM that the U.S. had (as far as public knowledge is concerned)...

designed as a first strike weapon. or was it that the Soviets thought of it as a first strike weapon.

'MX' was hot
 
xexex said:
just a neat image (images) of MIRVs | Multiple Independently-targeted Re-entry Vehicles
(nuclear warheads) raining down ^__^ pretty standard Cold War technology actually.

the U.S. MX Missile (aka 'Peacekeeper' lol) of the 1980s and the Ronald Reagan era. It was the most advanced ICBM that the U.S. had (as far as public knowledge is concerned)...

designed as a first strike weapon. or was it that the Soviets thought of it as a first strike weapon.

'MX' was hot


ahh nice! thnx for the info. Looks unreal

I like this pic
http://img43.exs.cx/img43/3844/mirv10tm.jpg
 
cja said:
He takes the piss out of Sony/Kutaragi/Cell/PS3 at ~30:10 (wma version). The "science fair approach", "woo over electronic engineers", "put a fancy label on it forget the fact its hard to program", "takes a year for anything worthwhile comes out" ... and so on.


Must piss them off that they still got stomped huh?
 
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