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Main - Gaming - The future of computer games? New thread | New reply

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Dr. Hell
Posted on 03-26-09 05:50 AM (rev. 2 of 03-26-09 05:51 AM) Link | Quote | ID: 103983


Lakitu
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Since: 03-02-07
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Umm yeah, seriously... this is going to be a short post, because I don't have a lot to say other than:
Sega Channel

Oh, and I'll sign up for the beta. It will be like the time I got to product test the Game Boy Lite.

Trax
Posted on 03-26-09 11:11 PM Link | Quote | ID: 104016


Yellow Stalfos
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Posted by Sukasa
The problem here is that you're using a lossless scheme, possibly not the most efficient one, and probably at 24 or 32 bit colour.

Compare to, say, a high-quality JPEG at a lower bit depth. These are games, not static images. A little noise is not going to ruin the experience.

You're right, and I was aware of that. I used this kind of image as an example because in the super video they show on the website, they claim you can have extraordinary image quality and effects. So I used lossless compression to go along with their claim...

I converted the same PNG to 100% quality JPG and I got 744 KB. Here we go...

744 KB x 30 FPS = 22320 KB/s = 21,7969 MB/s = 174,375 Mbit/s
744 KB X 60 FPS = 44640 KB/s = 43,5938 MB/s = 348,75 Mbit/s

Still a long way to go...


RT-55J
Posted on 03-27-09 03:07 AM Link | Quote | ID: 104052

Armor Guardian
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The problem with your calculations is that you're assuming that each frame is compressed independent of each other. Consecutive frames in videos tend to share quite a bit of data, thus increasing the compression ratio.

RetroRain
Posted on 03-27-09 06:56 PM Link | Quote | ID: 104100


Fuzz Ball
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Posted by blackhole89
Isn't that what the gaming industry has convinced itself of and has been trying to make us believe since the early nineties? It's all basically a single LA LA LA CAN'T HEAR YOU hymn of denial against how a single dedicated basement dweller can outperform their $n million budgets in a couple of years when it comes to producing something that is actually fun.
Well put.

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Dr. Hell
Posted on 03-28-09 12:43 AM (rev. 3 of 03-28-09 12:54 AM) Link | Quote | ID: 104143


Lakitu
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Well small update on the beta front. I'm getting all of my friends to sign up for the beta also. I figure if enough people I know sign up for it, one of us will get picked, and can try it out. I'll let you guys know if anything comes of it.

Oh and add this to where I said Sega Channel:
The Phantom.
Which is exactly what OnLive is.
If you're wondering, Phantom is now just the name that the company that was making the console uses. It makes keyboards.

RT-55J
Posted on 03-28-09 02:14 AM Link | Quote | ID: 104149

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I wouldn't say those services are exactly the same as this. Those actually sent the game to the console (like XBLA), while this one only sends the video. Similar concepts, yes, but entirely different implementations.

Dr. Hell
Posted on 03-29-09 12:26 AM Link | Quote | ID: 104195


Lakitu
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Okay, so it's like the Phantom, but an even more difficult system to pull off...

Trax
Posted on 03-29-09 04:24 AM Link | Quote | ID: 104202


Yellow Stalfos
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Posted by RT-55J
The problem with your calculations is that you're assuming that each frame is compressed independent of each other. Consecutive frames in videos tend to share quite a bit of data, thus increasing the compression ratio.

What you said may be true in some parts when you work with isometric 2D graphics, for example some blitter routines pertaining to scrolling. But 3D graphics are usually flushed once every frame, without very little margin for "pixel recycling". Unless you're not moving, you can hardly predict the next frame using the current one...

My other point by using this kind of calculation is to consider the worst possible scenario, something that must be assumed when you want to guarantee a specific threshold of performance...

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