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Teasers are meant to tease, titillate and hype an upcoming game. Be it a brief clip of gameplay or of a cutscene, it's supposed to generate demand and whet the appetites of hungry gamers looking for some delicious gaming to sink their teeth into. |
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Buy: [Far Cry 2 (PC)]
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7 Comments
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What a crappy trailer lol This doesn't make me want to even try the game...the in-game demo stuff I saw sure did though
"I wish I was Crysis"
The problem with Crysis was that it was almost exactly like the original Far Cry, just with prettier graphics. At least with Far Cry 2, they're going for a different locale in the African savanna. If anything, Crysis wished it was Far Cry 1. Far Cry sold multiple times more copies than Crysis has been able to move, so it has been proven itself more successful. That's the difference here.
I highly recommend you watch some of the 'behind closed doors' demo videos on Gametrailers.com, they're amazing and the game is going to be fantastic
Just so we're clear it sounds like you're saying farcry 1 and crysis are in competition. Farcry original and Crysis were made by the same developer.
Farcry 2 whilst going by the same game is not.
"The game looks *GOOD (or should i say, the graphics engine looks good). fantastic even.
but in all honestly, i truly think the Playstation 3 could handle said engine.
the thing that i think most folks don't understand about the Cell and RSX, is that those 6 available SPEs in the Cell are able to take on quite a bit of tasks if coded properly.
the Cell and RSX are limited to 256MB of RAM, with the RSX having 256MB of GDDR3 RAM, which is quite faster than normal RAM. what's notable, is that the Cell has a memory bandwidth of 25.6GB a *SECOND. that's a lot of information being pushed through the Cell. the RSX has about 22GB of memory bandwith per second.
unlike the Unified architecture of the 360, in which the 512MB of RAM have to *SHARE the 22 or so GB of memory bandwidth, the Cell and RSX combo are able to utilize *BOTH SIMULTANEOUSLY. that is to say, the Cell and RSX combo has a total of roughly 48GB of memory bandwith.
it's been proven that not only is the Cell expert at running ridiculous numbers of calculations (look at Folding @ Home for evidence of this), but the Cell is *ALSO quite excellent at running graphics (visit Youtube and look at some of the Cell only graphic presentations). afterall, video games and graphics, are just a bunch of numbers being crunched by the processor, and the Cell is one hell of a number cruncher.
Sony was right, in that they could have released the PS3 with the Cell as it's GPU and CPU (thanks to those 6 SPEs being able to run things like AI routines, physics simulations, audio and video processing, etc, *SIMULTANEOUSLY, where, usually, some of those things would be handled by the GPU solely in other setups), but they supplemented it's abilities with the RSX, which, while i won't compare it to any of the PC graphics cards out there, because i don't have the specs on me, i know the RSX is a very powerful video card indeed, but a lot of the workload for these games could be run off the Cell, freeing the RSX up to run other programs (say you wanted some fancy HDR, anti-aliasing, and all those spiffy texture layers that developers are fond of combining; the Cell could run some elements, and the RSX could run some elements, without bogging each other down due to their *SEPERATE memory bandwidth pipelines, 256MB of dedicated memory RAM or not). *NEITHER processor has to carry the full brunt of the game's needs.
people make a big fuss out of the 256MB and 256MB split between the Cell and RSX, but the fact that their separate memory buses are able to churn through memory so fast, that 256MB isn't the bottleneck that it's made out to be. the "secret," or "trick," as it seems, is *STREAMING. you *DON'T cache the graphics data to the 256MB of RAM, you *PASS IT THROUGH. and as *FAST as possible. when you have high texture data being sent through as fast as the Cell and RSX are able to do (especially if you have the Cell handling the AI, physics,etc, and the RSX almostly *SOLELY handling things like HDR, Anti-aliasing, etc), it doesn't matter that there's a 256MB "limit."
the Cell is a master and churning through data. the trick is that it's just *NOT very simple to get all your routines not only running, but running *AT the same time. most often, the developers run into said bottlenecks with the 256MB/256MB RAM split because they're simply trying to *CACHE the data like they do with, well, *EVERYTHING else, from PCs to 360s. *HOWEVER, when a developer gets it *RIGHT, and learns how to get their Cell and RSX working together, we get results of:
-Uncharted: Drake's Fortune,
- Ratchet and Clank Future
- Killzone 2
- MGS 4
All listed are in-game screenshots, no photo-manipulations. notice something about these games? i mean, besides the incredible visuals?
HDR *AND AA are going at the same time. not a jaggy in sight. in the case of the Killzone 2 screens, these are screens from a build from *ONE YEAR AGO. they hadn't even moved into the final tweaking and code optimizing phase yet.
the point is that those three developers, Naughty Dog,
Insomniac, and Guerilla Games respectively, have figured out how to, one, stream data constantly not only through the Cell, but through the Blu Ray disc (you need a higher capacity disc to store all that massive texture data the Cell is going to stream), and they have *ALSO figured out the best uses for the RSX (such as anti-aliasing and HDR effects, to name only a few they can offload to the RSX). because of the unique architecture of the Cell and RSX set-up, *NEITHER processor is being taxed as hard as they would if, say, the Cell was only dedicated to running game code, and the RSX was forced to run *ALL of the graphics calculations itself.
Uncharted has *NO load times right after the initial start up. it *DOES not cache any data to the hard drive, or require an install or a partial install. it is a *FIRST GENERATION Playstation 3 title, and Naughty Dog's *FIRST Playstation 3 title in general. Ratchet is Insomniac's *SECOND Playstation 3 game, but still a *FIRST GENERATION PS3 title, being as it released during the console's first year. Killzone 2 is Guerilla Game's *FIRST Playstation 3 title, and is only a SECOND GENERATION PS3 game, and they've been working on it for over 3+ years.
the reason for this gigantic post was to explain *WHY i think the PS3 could handle these graphics, no sweat, with the only problems being the fact that the Far Cry 2 developers would have to rethink their engine code, and practically *REWRITE it for optimum use of the Cell. not many developers are willing to do that, but you see what happens when they *DO (Uncharted, Ratchet, and Killzone 2 are all using their *OWN game engines, written from scratch; Ratchet uses an updated Resistance engine, however, but that engine was *STILL built from the ground up).
i'm not saying that this *ISN'T possible on other consoles (i think the 360 can do it as well), i'm just saying that the Cell/RSX combo is *SPECIFICALLY designed to handle these high-bandwith polygons and textures, on top of the latest in post-processing affects (ie, AA and HDR). but developers have not gotten around it yet.
my sources on the Cell is this *VERY informative article i found a long time ago, that is constantly being updated as new information of the Cell is released. it's dense, and very technical, and i admit that i don't understand *ALL of it.
but enough about that, Far Cry 2 is looking very "Afrika-ish." is Africa the new Hoth/WWII/Jungle for this phase of the "next" generation? i thought the part with the Zebra looked *AMAZING. the gazelle(?), not so much. i'm looking forward to seeing the new trailer that will hopefully shed some light on the actual *GAMEPLAY (but, you know, its FAR CRY, so i'm assuming there will be some pointing and shooting, but still)."
:)
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