
goku21
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are there really gyros inside that fhc? I don´t think so! then there mustn´t be the sensors in front of your tv... The gyro-technique can measure the movement by itself...(perhaps for tilt-twist-recognition). But there must be some frequenzy-impuls-generator like a crystal-shard. The sensory bars detect these impulses to determine the location in space. the bluetooth is used for the other data that is send by and to the fhc...because as we all know a bluetooth dongle can be anywhere, theres no need for a sensory-bar
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but not with the coorporation of sega... some homecoders did the fantastic epsxe emulator...so nin and sega should easily do it...
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I don´t think that´s revolutionary! Nintendo understood that what they did with GC and GB-advance and the need for multiplaer is just rediculous... Now you can play a game with only one cartridge but 4 players... Well of course there will be a connection with DS - RS, but it´s not secret and it´s not revlutionary...imho
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If the club-simulation is done well in a golf-game that would be a major step for bringin in new gamers... you probably see the rev in some heath-magazines for buisness-men... I have not the money to buy all the sports-games, so my first will be baseball i think(throwing/hitting), but if the fhc is really so cool i´m forced to buy a golfgame too... Waiting for next friday, going crazy ....
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Nintendo will deliver 16+ players imo...
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The processor thats being used for the revolution
goku21 replied to cab2002's topic in Nintendo Gaming
Did you read it? This is the only paasage that´s hinting: BACKGROUND AND SUMMARY OF THE INVENTION [0028] Many of us have seen films containing remarkably realistic dinosaurs, aliens, animated toys and other fanciful creatures. Such animations are made possible by computer graphics. Using such techniques, a computer graphics artist can specify how each object should look and how it should change in appearance over time, and a computer then models the objects and displays them on a display such as your television or a computer screen. The computer takes care of performing the many tasks required to make sure that each part of the displayed image is colored and shaped just right based on the position and orientation of each object in a scene, the direction in which light seems to strike each object, the surface texture of each object, and other factors. [0029] Because computer graphics generation is complex, computer-generated three-dimensional graphics just a few years ago were mostly limited to expensive specialized flight simulators, high-end graphics workstations and supercomputers. The public saw some of the images generated by these computer systems in movies and expensive television advertisements, but most of us couldn't actually interact with the computers doing the graphics generation. All this has changed with the availability of relatively inexpensive 3D graphics platforms such as, for example, the Nintendo 64.RTM. and various 3D graphics cards now available for personal computers. It is now possible to interact with exciting 3D animations and simulations on relatively inexpensive computer graphics systems in your home or office. [0030] A problem graphics system designers confronted in the past was to provide a powerful yet inexpensive system which enables various data formats to be stored and processed thereby in a efficient and advantageous manner. Graphics chips used in graphics systems have included a local or on-chip memory for storing data as it is rendered by the graphics pipeline. When data is generated by the graphics chip it is transferred from the local memory to an external memory, where it can be used by, for example, a video interface unit to display the data on a display device. This external memory is typically part of the main memory of the graphics system and is referred to as the external frame buffer (XFB). The processing path of the data between the local memory and the external frame buffer may be referred to as the copy pipeline. [0031] The local memory and the external frame buffer can have a variety of data formats for achieving various functionality in the graphics system. One problem that graphics system designers have faced in the past is to determine what format(s) of data to support in the local memory and the external frame buffer to enable advantageous and efficient use thereof by applications running on the system. Various solutions to this problem were offered. For example, graphics systems have used a variety of data formats in an attempt to improve or maximize the overall operation of the system. While some work has been done in the past in connection with such memories and data formats, further improvements are desirable. Specifically, further improvements are desired for high performance, low cost graphics systems, such as home video game systems. [0032] The present invention addresses this problem by providing techniques and arrangements for use in connection with an embedded frame buffers in graphics systems. The invention provides a combination of pixel formats for an embedded frame buffer that is particularly advantageous when used in systems designed for playing interactive 3D video games. The invention enables the embedded frame buffer to be reconfigured to and efficiently used in a variety of modes, including an anti-aliasing mode, a deflicker mode and a YUV (i.e. luma/chroma) mode, thereby increasing the flexibility of the system to support a variety of applications. The desired pixel format for each mode can be selected using, for example, a command to the graphics hardware on which the embedded frame buffer is provided. [0033] In accordance with the invention, the copy pipeline is advantageously used to further process the data from the embedded frame buffer prior to storing the data in the external frame buffer. For example, the copy pipeline can be used to convert the data between a variety of useful formats to, for example, reduce the amount of memory needed to store the data, and/or provide the data in desired format for use in further processing by the graphics system. The copy pipeline can also be used to further process the frame data in a manner that improves the display quality and/or modifies the display characteristics. [0034] In accordance with one aspect provided by the invention, the graphics processor includes pixel processing circuitry for producing pixel data, and an embedded frame buffer which receives pixel data, wherein the embedded frame buffer is selectively configurable to store the received pixel data in any of the following formats: [0035] RGB color and depth (Z); [0036] super-sampled RGB color and depth (Z); and [0037] YUV (luma/chroma). [0038] In accordance with a preferred embodiment of the invention, the RGB color and depth is a 48-bit format which includes 24 color bits and 24 depth (Z) bits. The embedded frame buffer is further configurable such that the 24 color bits selectively include either 8 bits for red, 8 bits for blue and 8 bits for green (RGB8) or 6 bits for red, 6 bits for green, 6 bits for blue and 6 bits for alpha (RGBA6). Preferably, super-sampled RGB color and depth is a 96-bit format which includes 16 bit color and 16 bit depth data for three super-sample locations for each pixel. The 16 bit super-sample color data preferably includes 5 bits for red, 6 bits for green and 5 bits for blue (R5G6B5). The YUV format is preferably a YUV 4:2:0 format. The embedded frame buffer (EFB) may be a dynamic random access memory (DRAM). In one embodiment of the invention the EFB is a 1T SRAM, such as provided by Moses, which is a DRAM that acts as an SRAM. [0039] In accordance with another aspect of the invention, a method of using an embedded frame buffer in a graphics system is provided. The method includes providing an embedded frame buffer that is selectively configurable to store point sampled pixel data including color and Z, super-sampled pixel data including color and Z, and YUV format data, and providing an interface, such one or more API commands, to the graphics system which enables the particular configuration of the embedded frame buffer to be established by a programmer on a frame-by-frame basis. -
We can´t just judge vista, because noone knows it´s performance and/or usibility... We can just list what we know until now: 1. Filesystem: the first HD-benchmarks will show the difference or not... 2. Istallation: You can just install a very basic version without mediaplayer, codecs, internetconnection, drivers etc. That´s very cool I think, you can install the needed parts later, so you can make a perfect system with a little practice. (For perfectXP use xp-iso-builder and n-lite!) 3. DX10: Benchmarks will show... 4. Graphicsinterface: It´s 3D! This is so cool! Now you can have several windows up and totally overlook the content. Just turn the window, so that you have a way-out-view on the windows...if really good implemented you can perhaps store the windows-graphics-interface in the Videocard-ram!!! and use direct3d to perform it!!! In XP it´s totally done by your host-cpu, slowdowns and buggy windows anyone? 5. Over-hardcored-drm-like-sanctions: too bad but perhaps lockable by later availeble tweaks and tweak-progs.. 6. A major step and xp-emulation: but in reality needed cause...everybody knows only upgrading again like 2000 > XP won´t do it anymore...xp is too complicated in its structure and strangly tied together, hopefully this will change with vista, everythings seems so... please continue the list if you know anything...
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Don´t you think nintendo can just loose a bit of money by setting up some servers? I mean...they have a mega-contractwith MCDonalds, and all big hotspotproviders... They want you to have the best experience...and if 16 players is necessary and the technical ability is there, they´ll give you 16player-mode...just as simple
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Was canceled on the midway-page
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i think you got to format the sd-cards with a special file-system to use it with revo... nintendo thinks very basicly about copy-protection(proprietary disks anyone?)
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PS3 is gonna marketed as a rival to a good pc... but for real media-capabilitys you need a mouse a keyboard a monitor, which stands close to your eyes, a good OS where you can exchange data between different progs and so on... otherwise the mediacapabilitys will end as a mobile-phone-video-mixer-alike... they need to get linux or x86-emulator to run and then it´s still running windsows-xp
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Matt of IGN just said that the controllers are selfpowered...
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It´s because directx and other standarts...it took this way but could have been anotherone too! But massive bumpmapping really enhances the visuals of a games... outcast looked cool, but voxel-techniques are common
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If it can display hdr-lighting on bump-mapping than everythings ok with the graphics... If you look @ games like "prey"...that´s all what makes them superior graphicswise...
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Perhaps there comes some homebrew-drivers, 802.11x is too slow for conntrol-responsiveness..
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@ the end of the revmote-video-E32005 the guy turns of his revolution with the revmote. Then they show a HD-set, but it seems the tv was put off the whole time. And? what is the reason to show this HD-set, if it´s the biggest marketing topic of nintendos competitors? They could have just ended the video with a final sword-slice from that guy! But they wanted to show you the turned off TV-set! To all who have no free wall in there livingroom: What would you say if the screen is projected in mid-air? I totally believe the projection-theorie! Iwata wouldn´t have ever said those comments about "breaking free fom tv..", if they don´t have something to achieve this. Everything that iwata says is very well planned! And they don´t just hype with those comments, because everybody would be pissed off by that... The capcom dev said: the screenshots reveal the unrevealed revolutionarie aspekt, IMO. So this is nothing about controls with microphone etc., it´s about graphics or graphics-display IMO!
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And whats with the mouse driver? Yeah the resolution is with 640x480 too low. But I know if you hook it up on a monitor/Plasmatv it gives you exactly 1024x640. That´s ok if srcolling up and down.
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Yeah perhaps we´ll never see that game running on a console. And perhaps the game has not even been 10% ready, but...back in the days there were gamestudios you have said the same about, which are now some of the biggest.
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Yes@Nintendork!!! SD is no revolution...so please can anybody stop to claim that SD-cards are going in there? It´s sick to claim that if there´s the revolution under that flap! But about piracy...usb 2.0 understands the TCP/IP-protokoll, it could be used for online-gaming(hook it up to your router) but also for streaming dvd-images directly to the rev.
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Why are you all bashing. They are some students/private delvelopers who made their first project! The scene looks nothing like rendered directly out of 3DS or maya... It looks like a gameengine, imo!!! They won a price for this project @ a university! Make it better and then start bashing!
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I think that it´s really disgusting that the PS3 is used to make Blue-ray and the cell-chip famous... for sony it´s not created to play games but to push their own standarts, their own DRM, their cell-TV´s... this is sick!
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Music-maker!! : peace: and Nintendo-paint-3D...3D modelling is on a whole new level with such a device like the revmote!! : peace: :awesome:
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Cutting stalagnits on the roof, that fall down on your opponents. But what really would be cool is using the laser-whip to grab tables and rocks in the room with an indianajones-style move and then throwing it into the direction of your opponents. Really big things like vehicles throwing must be very funny, then they explode and destroy everything....
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http://www.nintendorevolution.ca/02062006/22/creator_of_halo_wants_to_work_on_nintendo_revolution?PHPSESSID=6c70eb2fdae324f0848f318f0cb8f8ec sounds good no?
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Spiderman vs venom and spiderman maximum carnage were both released for snes too. But streets of rage is a fine one!