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Nietzsche




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PostPosted: Thu Mar 10, 2011 11:00 am    Post subject: Reply with quote

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Furianshi
Just heard today it has sold 10 million. That's a 5th of all 360's. That kind of attach rate is crazy.
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Benza




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PostPosted: Thu Mar 10, 2011 11:04 am    Post subject: Reply with quote

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I don't really see Microsoft as having supported kinect that much, have they actually released any kinect games since launch?

They kind of just threw it out there and are leaving it, the only up coming games we have is that twisted pixel one and apparently a ledgend of the dragoon game that god knows how far away it is.
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Furianshi
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PostPosted: Thu Mar 10, 2011 11:26 am    Post subject: Reply with quote

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Nietzsche wrote:
Just heard today it has sold 10 million. That's a 5th of all 360's. That kind of attach rate is crazy.

haha yeah, I posted that last night and then woke up this morning and the 10 million units sold thing was plastered all over twitter. Typical.
Benza wrote:
I don't really see Microsoft as having supported kinect that much, have they actually released any kinect games since launch?

They kind of just threw it out there and are leaving it, the only up coming games we have is that twisted pixel one and apparently a ledgend of the dragoon game that god knows how far away it is.

Yeah, but why do you think they released Kinect? I don't think it was simply to give Xbox 360 owners a fun peripheral. They saw how much money Nintendo were raking in without needing advanced graphical hardware. They probably thought, wow... if we bring something like that out, and if we can get the casual market behind us, we won't need to replace the 360 for YEARS

*cue evil laughter



... so if Kinect is doing well, I don't see a new console on the horizon from Microsoft.
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Benza




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PostPosted: Thu Mar 10, 2011 11:34 am    Post subject: Reply with quote

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yeah but... don't they need to actually make games so we can give them money for the games to keep doing well?
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PostPosted: Thu Mar 10, 2011 11:38 am    Post subject: Reply with quote

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Denny wrote:
Would this explain why a lot of dev studios are still using the s**tty bink compression method for their cutscenes then?

It's more of an "everyone uses it" thing these days - although we did use it on Game Room to cut down on video size, being a digital distribution product and all. I did have to get right down in to how the codec works to debug a problem actually, it's a YPbPr video stream where the luminance channel is at full resolution and the red and blue channels are at half resolution. Conceptually, it's similar to how analogue television signals are transmitted, hence why it looks fairly good on analogue sets (the original design rationale for the codec).

I'm still not sure of what the numbers are in regards to how many people have their consoles hooked up to a HDTV, but I'd expect Bink would look a lot less attractive when there's more HDTVs than analogue TVs playing the games.
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PostPosted: Thu Mar 10, 2011 11:42 am    Post subject: Reply with quote

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Benza wrote:
yeah but... don't they need to actually make games so we can give them money for the games to keep doing well?

Yeah, for sure, software is key. Licensing fees etc. You could bet the house on there being HEAPS in development now that developers are seeing how much of a success the hardware is.
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PostPosted: Thu Mar 10, 2011 11:58 am    Post subject: Reply with quote

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GooberMan wrote:

I'm still not sure of what the numbers are in regards to how many people have their consoles hooked up to a HDTV, but I'd expect Bink would look a lot less attractive when there's more HDTVs than analogue TVs playing the games.


It's terrible. Block artifacting is very noticeable and colour output isn't as strong. Considering the methods currently available I imagine devs will eventually move away from bink, as in terms of digital output it is quite ugly indeed.
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PostPosted: Thu Mar 10, 2011 12:01 pm    Post subject: Reply with quote

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Yeah remember the days when CG cutscenes used to look incredible compared with the actual gameplay?

These days running a game at 2560x1600 with 16xAA, it's a massive step back visually if a cutscene occurs as you end up seeing a blurry looking 720p clip with faded colour stretched to fill the screen. It really loses the mood.
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PostPosted: Thu Mar 10, 2011 1:36 pm    Post subject: Reply with quote

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Denny wrote:
It's terrible.

If you compress it to hell. This is no different to any other codec. The videos we recorded for Game Room had no noticeable visual difference to the uncompressed stream.

MPEG's a block based format too, early DVDs had blocky artifacts compared to the later releases. It's all about the quality of the compressor rather than the decompression algorithm.
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