Any sceners going to GDC 2009?
category: general [glöplog]
Any sceners going to GDC in san francisco at the end of this month, or happen to live in the SF area? If so, traditional GDC sceners meetup could happen again. :)
Also, feel free to come to my talk.. :)
Also, feel free to come to my talk.. :)
san francisco... sometimes I wish my work was game-related :)
There are quite a few sceners living in the SF area, but if they get time off to go beer-bashing at GDC, I don't know :)
Some of my colleagues are but not me :'( What's your talk about?
pete: "deferred lighting and post processing on the playstation 3".
Out of curiosity... Was it at GDC that Chris Hecker said that the Wii was just 2 GameCube ducktaped together? I read it on the net and I think he even talked about it on his website.
Yeah, it was, but hey, Chris Hecker is infamous for talking too much and talking too fast; then again, he got burned beautifully at NVISION after he claimed that "4k of data doesn't count" :P
smash> what are you talking about?
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deferred lighting and post processing on the playstation 3
arent people about getting tired about those talks? :)
(i mean, no offense, but all you hear from graphics coders these days is how their roughly identical graphics engines work.. :-))
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arent people about getting tired about those talks? :)
(i mean, no offense, but all you hear from graphics coders these days is how their roughly identical graphics engines work.. :-))
Sorry, all I read there was "I'm totally awesome and I know everything".
neils: i missed the extra line "on the SPU". :) (so stfu :) )
neils: btw, were you on killzone 2?
Smash: a talk about deferred lighting on PS3 vs 360 could be very interesting since it's easier to implement it on PS3 than on 360. I guess yours will focus on PS3 only?
I'd be glad to hear about the different approaches for the 360, especially for engines running on both consoles and using deferred lighting.
I'd be glad to hear about the different approaches for the 360, especially for engines running on both consoles and using deferred lighting.
smash: yes.
apart from that, I was really just basing my comment on the fair amount of talks I've seen scheduled on this subject, *also* on PS3/SPU-optimized.
doesn't mean that there's still enough to talk about, just that it's getting a standard item at about every convention.
a good proven combi-approach for PS3 and X360 would be interesting to hear about indeed -- agree. can't have enough multiplatform smartness.
apart from that, I was really just basing my comment on the fair amount of talks I've seen scheduled on this subject, *also* on PS3/SPU-optimized.
doesn't mean that there's still enough to talk about, just that it's getting a standard item at about every convention.
a good proven combi-approach for PS3 and X360 would be interesting to hear about indeed -- agree. can't have enough multiplatform smartness.
Gargaj: That was Chris Hecker? Nice :)
keops: mine focuses on using the SPU instead of the graphics hardware for doing a lot of the work, enabling us to get hugely improved framerates over titles doing such things on the ps3's gpu alone.
naturally as it's a sony sponsored session we're not going to be covering 360 specifics, sorry :)
neils: ah yes - i saw you guerilla had a couple of talks on the workings of killzone's engine at gdc and i know it had a little bit of spu post too. i'll have to show up for those. :)
interesting that you think it's a standard item though, because if youve seen conference content on spu post processing already it almost certainly came from me or someone on my team. good to see the message is getting through. :)
naturally as it's a sony sponsored session we're not going to be covering 360 specifics, sorry :)
neils: ah yes - i saw you guerilla had a couple of talks on the workings of killzone's engine at gdc and i know it had a little bit of spu post too. i'll have to show up for those. :)
interesting that you think it's a standard item though, because if youve seen conference content on spu post processing already it almost certainly came from me or someone on my team. good to see the message is getting through. :)
it is getting through :) and yeah maybe i'm a bit biased because i've been in the midst of it for a while.
gotta have a talk with some old coworkers on how they keep their renderengine balance between ps3 and x360 some day.
gotta have a talk with some old coworkers on how they keep their renderengine balance between ps3 and x360 some day.
neils: yea, seeing as you work for sony i'd hope it was getting to you.. :)
but most developers aren't there yet. this is a good time to push it out to a wider forum (beyond the "elite" sony seminars etc which is all its been talked about at before - not at gdc) because a lot of new developers are hitting the platform and a lot of bigger developers are getting to their 2nd time round of engine development - and ideally you would plan to do this stuff from the start.
but most developers aren't there yet. this is a good time to push it out to a wider forum (beyond the "elite" sony seminars etc which is all its been talked about at before - not at gdc) because a lot of new developers are hitting the platform and a lot of bigger developers are getting to their 2nd time round of engine development - and ideally you would plan to do this stuff from the start.
well then, spread the word :)
parallelization as a whole is still quite a hot topic outside a select few anyway. i think it's just now that the majority of game engines are evolving from the ps2/xbox/gcn era singlethread style.
parallelization as a whole is still quite a hot topic outside a select few anyway. i think it's just now that the majority of game engines are evolving from the ps2/xbox/gcn era singlethread style.
i for one is really interested in deferred rendering on the spu's.
but you should get your ass over to sweden instead smash :)
but you should get your ass over to sweden instead smash :)
and... the ideas could very well be translated to other coming platforms :)
Last time I heard sound programming related talk was like in '98... Any advances in this area? :-)
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keops: mine focuses on using the SPU instead of the graphics hardware for doing a lot of the work, enabling us to get hugely improved framerates over titles doing such things on the ps3's gpu alone.
naturally as it's a sony sponsored session we're not going to be covering 360 specifics, sorry :)
Yeah I guessed so, Sony stuff ;)
I could use that talk as well mind you, the topic is really interesting but then I would have to find an equivalent on 360 since it's really PS3 specific.
keops: you arent actually coming to gdc are you??? :)
(and btw.. one could argue that gpu-heavy stuff is pc/360 specific.. ;) )