NVIDIA Tegra 3: Glowball Part 2

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Make sure to check out all NVIDIA Tegra 3 videos below:
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@jimchode Check out our other video titled "NVIDIA Tegra 3: Developers Bring Next-gen Games to Mobile" - we talk to specific developers about Tegra 3.

NVIDIA
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@Stonos22 Good catch! Rest assured all 4 performance cores are on, the menu just isn’t reflecting that correctly. We’re letting our developers know.

NVIDIA
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@FlashGamesMaster Good question. The game is very smooth and it really brings out the best of Tegra 3!

NVIDIA
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@Choice777 Hey there! Good question. However, you'll need to contact Google for details on ICS.

NVIDIA
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I've never seen such level of innovation in my lifetime, like I'm seeing now

ofrae
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Great to see nvidia pushing it. Even though tegra 2 has been around for quite some time, it still keeps up with the newer SoC and really set the standard for android gaming! Looking forward see Kal-El taking over the torch

MrDeDeWe
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@sackus The art (geometry and texture) assets look the same to me when comparing in the split screen. They're just turning off the more advanced shaders (no dynamic/volumetric lighting or particle systems). I'm actually surprised that they still have the cloth physics simulation for the kelp going on the right side, which is something I haven't seen much of in mobile games prior to these Tegra 3 demos.

woozelwazel
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@FlashGamesMaster

they are using a screen recorder, it would probably be smoother in person

TheNinwii
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@woozelwazel Resolution can be increased if Bounce was ported to another phone/tablet, no issue there. Dynamic lighting and cloth physics, I'll give you that since it requires power, but not to the merit of sucking up all the juice out of the 4 cores. Nvidia GPU seems to be incapable of offloading tasks. Normal mapping, what makes you think Bounce doesn't have it? Caustics and distortion effects are a design choice. Bounce however, has full water reflection.

Visually, they are very similar.


baxter
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@woozelwazel Also, SGX530 is perfectly capable of running Unreal Engine 3, and yes it's a chip from 2005. Your generation ahead, is nowhere to be seen in this game, and Glowball is the whole and only argument.

baxter
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Yes the power is there. But where are the games? What games will there be using this technology? I hope devs will use this.

clouds
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@baxter009 I'm not clear on what you're saying is miniscule. You just compared Doom3/Doom1 to Glowball/Bounce and then you say that there's a miniscule difference between the latter two? Do you remember what Doom looked like?

Let me turn the 2009 phone argument around on you. What did you expect Tegra 3 to do? Playback 2K+ video? Do Stereo 3D out over HDMI? Have better battery life than Tegra 2? Cure cancer? Power a flight to Mars? (Okay, it doesn't do those last two).

woozelwazel
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Hey NVIDIA, will we see more levels to Glowball. I feel 2 is quite minimal, even for a tech demo!

BrednSchlV
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@baxter009 Omnia HD, announced in February of 2009, available in May of 2009. Try again?

Also I'd point out that supporting programmable shaders means that the hardware CAN render a scene like this, it doesn't mean it will render it at playable (30+ FPS) speeds.

woozelwazel
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@zawette PowerVR SGX series GPUs are available since 2005.

baxter
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@SaiteK1911 Nope, they'll be running the Unreal Engine 4 tech demo.

baxter
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@baxter009 I'm willing to let the higher quality models and textures go until we get actual data on it, so now let's hear your responses to the other 6?

woozelwazel
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@Ranutso Glowball is killing those cores, producing heat and lowering battery life. I never would've thought that you'd need a Core 2 Duo rivaling CPU processing to move couple of algae. Apple's A5 is still the one to beat.

baxter
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@baxter009 I see you've played the game on a Tegra 3. Cool!

woozelwazel
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@baxter009 You did not say that the game is shit. You've said it now though, so please do elaborate on how it is shit with specifics. Here are some specific things I can see from the demo and hardware specs that it has that Bounce doesn't:

-Higher quality models
-Higher quality textures
-Normal mapping
-Dynamic lighting
-Cloth physics calculations
-Caustics
-Full-screen distortion effects
-Over 3x the screen resolution

Now tell me how Bounce is "the same" again.

woozelwazel