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	<title>Comments on: Richard Diamant Interview Part 1: Background &amp; Uncharted Character Design</title>
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	<description>Real Independent Press To Every Nerd</description>
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		<title>By: trak</title>
		<link>http://www.ripten.com/2008/01/17/richard-diamant-uncharted-interview-part-1-background-and-character-creation/comment-page-1/#comment-13575</link>
		<dc:creator>trak</dc:creator>
		<pubDate>Tue, 22 Jan 2008 09:10:01 +0000</pubDate>
		<guid isPermaLink="false">http://www.ripten.com/2008/01/17/richard-diamant-uncharted-interview-part-1-background-and-character-creation/#comment-13575</guid>
		<description>i love this game so much. it would&#039;ve been nice if the puzzles &amp; platforming sections were a little tougher but fundamentally it was such a perfectly tuned game, and definitely the most technically impressive thing i&#039;ve seen from a nex gen console, with an art style second only to bioshock.  it&#039;s just a pity the ps3 can&#039;t boast more titles like this!

i hope naughty dog spend a bit of time making sure the sequel is even better, i don&#039;t care if i have to wait until 09.</description>
		<content:encoded><![CDATA[<p>i love this game so much. it would&#8217;ve been nice if the puzzles &amp; platforming sections were a little tougher but fundamentally it was such a perfectly tuned game, and definitely the most technically impressive thing i&#8217;ve seen from a nex gen console, with an art style second only to bioshock.  it&#8217;s just a pity the ps3 can&#8217;t boast more titles like this!</p>
<p>i hope naughty dog spend a bit of time making sure the sequel is even better, i don&#8217;t care if i have to wait until 09.</p>
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		<title>By: Patrick Steen</title>
		<link>http://www.ripten.com/2008/01/17/richard-diamant-uncharted-interview-part-1-background-and-character-creation/comment-page-1/#comment-13376</link>
		<dc:creator>Patrick Steen</dc:creator>
		<pubDate>Sun, 20 Jan 2008 18:18:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.ripten.com/2008/01/17/richard-diamant-uncharted-interview-part-1-background-and-character-creation/#comment-13376</guid>
		<description>Where did you get all this information from then?  TBH sounds a bit odd to me...I don&#039;t think there&#039;s much evidence for what you&#039;re saying.  A very strange theory.</description>
		<content:encoded><![CDATA[<p>Where did you get all this information from then?  TBH sounds a bit odd to me&#8230;I don&#8217;t think there&#8217;s much evidence for what you&#8217;re saying.  A very strange theory.</p>
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		<title>By: Monarky</title>
		<link>http://www.ripten.com/2008/01/17/richard-diamant-uncharted-interview-part-1-background-and-character-creation/comment-page-1/#comment-13358</link>
		<dc:creator>Monarky</dc:creator>
		<pubDate>Sun, 20 Jan 2008 13:41:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.ripten.com/2008/01/17/richard-diamant-uncharted-interview-part-1-background-and-character-creation/#comment-13358</guid>
		<description>All of the above!!! LOLz ...and I think you know that!

The rest of the Game Developers out there know that ND&#039;s animation system is beyond anything out there. Absolutely the most advanced Animation System, that&#039;s been demonstrated in any game to date on any platform. 

When you can take multiple simultaneous animation views, with a plethora of clips and procedurally calculate, blend and render them on the fly in Real Time, in direct relation to their interactive game environment, you have crossed into an interactive world Developers haven&#039;t been able to show us ever before!

I have a question for you to ask them though, Patrick!

We know that Cell BE chip has 10 thermal sensors onboard it alone and a voltage regulator that can clock each and every core dynamically according to temperture, calculation complexity and other organic system demands between 3.2 and 6ghz! We know this, because of thermal imaging IBM has performed and how F@H Work Units vary their use of Cell on the PS3 (also 1st hybrid Cell was clocked to 5.6ghz before the on chip voltage regulator popped)!

Question: Since RSX has been said to be able to more than keep up with this variable FLOPS production of Cell, while having the capability to rasterize 4k (4096x2160)to a screen (capable, but we would need two HDMI 1.3 ports to carry that bandwidth off the FLEXiO to a Sony&#039;s 4k SXRD projector). What the hell is the RSX, if it can do that on both the PS3 and Cell/RSX combo Computer Board??? No way is it simply a 7800 chip!!!

Let&#039;s pull the lid off this bugger now! You have 256mgs EVRAM. What kind of bus is cooking code across an embeded setup under that cap? Why haven&#039;t we seen a cross section or blowup pic of the RSX Silicon? Why does it cost more than both BluRay Player and Cell BE to build? Every single other chip in the world has a pic of it on the web bare naked. Including PS2 chips, Cell, Intel&#039;s, AMD&#039;s, Nvidia&#039;s, ATI&#039;s and even Xenos, so where in the hell is a pic and true specs for RSX? What does it have a mouse running in a cage to run it or what? 

If it is based on the Nvidia 7800, what&#039;s been added? Extra cache more processors or is RSX some kind of Cell Style Hybrid? We know Kutaragi wanted the most powerful system on the planet. Did he get it? 

We&#039;re all tired of these nasty secrets, if they were going to use a two Cell system to begin with, why did they decide to pay more than that in cost to build a simple, cheaper 7800 core into the RSX (if that&#039;s all it really is, they juked). It doesn&#039;t add up!

The only way it adds up (if they are truly using a 7800 core) is to build it like the Cell. With that 7800 taking the place of PPE as the core used as a controller along with 4 to 8 SPE vector cores to do the heavy lifting.  You then have a traditional GPU core to ween the Devs off onto the SPE&#039;s, similar to Cell with PPC core!

Having everything programmable along with a similar voltage regulator (on Cell) solves the &quot;Upgradability&quot; and projected &quot;10yr Life Cycle&quot; Riddles!

Then as the CoD4 Devs have said &quot;Xenos being more powerful than RSX is a myth&quot; is verified!

Do us gamers a favor, ask them. Get tricky if you have to, let&#039;s find out exactly what&#039;s  under the hood of the RSX that can push out 4K!!! ;)</description>
		<content:encoded><![CDATA[<p>All of the above!!! LOLz &#8230;and I think you know that!</p>
<p>The rest of the Game Developers out there know that ND&#8217;s animation system is beyond anything out there. Absolutely the most advanced Animation System, that&#8217;s been demonstrated in any game to date on any platform. </p>
<p>When you can take multiple simultaneous animation views, with a plethora of clips and procedurally calculate, blend and render them on the fly in Real Time, in direct relation to their interactive game environment, you have crossed into an interactive world Developers haven&#8217;t been able to show us ever before!</p>
<p>I have a question for you to ask them though, Patrick!</p>
<p>We know that Cell BE chip has 10 thermal sensors onboard it alone and a voltage regulator that can clock each and every core dynamically according to temperture, calculation complexity and other organic system demands between 3.2 and 6ghz! We know this, because of thermal imaging IBM has performed and how F@H Work Units vary their use of Cell on the PS3 (also 1st hybrid Cell was clocked to 5.6ghz before the on chip voltage regulator popped)!</p>
<p>Question: Since RSX has been said to be able to more than keep up with this variable FLOPS production of Cell, while having the capability to rasterize 4k (4096&#215;2160)to a screen (capable, but we would need two HDMI 1.3 ports to carry that bandwidth off the FLEXiO to a Sony&#8217;s 4k SXRD projector). What the hell is the RSX, if it can do that on both the PS3 and Cell/RSX combo Computer Board??? No way is it simply a 7800 chip!!!</p>
<p>Let&#8217;s pull the lid off this bugger now! You have 256mgs EVRAM. What kind of bus is cooking code across an embeded setup under that cap? Why haven&#8217;t we seen a cross section or blowup pic of the RSX Silicon? Why does it cost more than both BluRay Player and Cell BE to build? Every single other chip in the world has a pic of it on the web bare naked. Including PS2 chips, Cell, Intel&#8217;s, AMD&#8217;s, Nvidia&#8217;s, ATI&#8217;s and even Xenos, so where in the hell is a pic and true specs for RSX? What does it have a mouse running in a cage to run it or what? </p>
<p>If it is based on the Nvidia 7800, what&#8217;s been added? Extra cache more processors or is RSX some kind of Cell Style Hybrid? We know Kutaragi wanted the most powerful system on the planet. Did he get it? </p>
<p>We&#8217;re all tired of these nasty secrets, if they were going to use a two Cell system to begin with, why did they decide to pay more than that in cost to build a simple, cheaper 7800 core into the RSX (if that&#8217;s all it really is, they juked). It doesn&#8217;t add up!</p>
<p>The only way it adds up (if they are truly using a 7800 core) is to build it like the Cell. With that 7800 taking the place of PPE as the core used as a controller along with 4 to 8 SPE vector cores to do the heavy lifting.  You then have a traditional GPU core to ween the Devs off onto the SPE&#8217;s, similar to Cell with PPC core!</p>
<p>Having everything programmable along with a similar voltage regulator (on Cell) solves the &#8220;Upgradability&#8221; and projected &#8220;10yr Life Cycle&#8221; Riddles!</p>
<p>Then as the CoD4 Devs have said &#8220;Xenos being more powerful than RSX is a myth&#8221; is verified!</p>
<p>Do us gamers a favor, ask them. Get tricky if you have to, let&#8217;s find out exactly what&#8217;s  under the hood of the RSX that can push out 4K!!! ;)</p>
]]></content:encoded>
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	<item>
		<title>By: Patrick Steen</title>
		<link>http://www.ripten.com/2008/01/17/richard-diamant-uncharted-interview-part-1-background-and-character-creation/comment-page-1/#comment-13354</link>
		<dc:creator>Patrick Steen</dc:creator>
		<pubDate>Sun, 20 Jan 2008 11:43:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.ripten.com/2008/01/17/richard-diamant-uncharted-interview-part-1-background-and-character-creation/#comment-13354</guid>
		<description>&lt;p&gt;Heavenly Sword polygon count for characters was good, especially for their faces, but the actual count was modest so they could allow for 4xAA, 8xAF and their incredible lighting. &lt;/p&gt;
&lt;p&gt;Naughty Dog took it a step further creating characters where it&#039;s difficult to see a polygon edge (unlike Heavenly Sword where they can be seen even in cutscenes).&lt;/p&gt;
&lt;p&gt;So who isn&#039;t showing ND the love they deserve?  The public, gaming journalists, or Sony&#039;s marketting?&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>Heavenly Sword polygon count for characters was good, especially for their faces, but the actual count was modest so they could allow for 4xAA, 8xAF and their incredible lighting. </p>
<p>Naughty Dog took it a step further creating characters where it&#8217;s difficult to see a polygon edge (unlike Heavenly Sword where they can be seen even in cutscenes).</p>
<p>So who isn&#8217;t showing ND the love they deserve?  The public, gaming journalists, or Sony&#8217;s marketting?</p>
]]></content:encoded>
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	<item>
		<title>By: Monarky</title>
		<link>http://www.ripten.com/2008/01/17/richard-diamant-uncharted-interview-part-1-background-and-character-creation/comment-page-1/#comment-13342</link>
		<dc:creator>Monarky</dc:creator>
		<pubDate>Sun, 20 Jan 2008 07:14:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.ripten.com/2008/01/17/richard-diamant-uncharted-interview-part-1-background-and-character-creation/#comment-13342</guid>
		<description>I find it amazing that these &quot;Uncharted&quot; devs aren&#039;t getting the recognition they deserve for taking steps to utilize the power in the PS3 for probably the finest character detail and animation of any game out on any platform. 

Their procedural animation techniques are being ogled by developers world wide with even CoD4 devs drooling over the abilities of the PS3 for future CoD versions!

The polygon use for main characters has only been touched upon by games like Heavenly Sword and Lair. But these games and others like even Crysis on PC only use those kinds of numbers in polygon counts in cut scenes. In Uncharted, the game play and cut scenes have been perfectly meshed. Only other game that&#039;s truly achieved transition-less, Load Screen-less games to any degree is Ratchet and Clank!

...and to think &quot;Uncharted&quot; represents just the tip of the iceberg as far as displaying what no other platform is capable of thus far in this generation. Why aren&#039;t they given credit where credit is due??? All I know is I end up drooling all over myself thinking what the next &quot;Uncharted&quot; will be like! ;)</description>
		<content:encoded><![CDATA[<p>I find it amazing that these &#8220;Uncharted&#8221; devs aren&#8217;t getting the recognition they deserve for taking steps to utilize the power in the PS3 for probably the finest character detail and animation of any game out on any platform. </p>
<p>Their procedural animation techniques are being ogled by developers world wide with even CoD4 devs drooling over the abilities of the PS3 for future CoD versions!</p>
<p>The polygon use for main characters has only been touched upon by games like Heavenly Sword and Lair. But these games and others like even Crysis on PC only use those kinds of numbers in polygon counts in cut scenes. In Uncharted, the game play and cut scenes have been perfectly meshed. Only other game that&#8217;s truly achieved transition-less, Load Screen-less games to any degree is Ratchet and Clank!</p>
<p>&#8230;and to think &#8220;Uncharted&#8221; represents just the tip of the iceberg as far as displaying what no other platform is capable of thus far in this generation. Why aren&#8217;t they given credit where credit is due??? All I know is I end up drooling all over myself thinking what the next &#8220;Uncharted&#8221; will be like! ;)</p>
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