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{NG}Fidel said:What do you mean by Dual Core gaming?
As in Games optimized for Dual core Procs?
If so then I guess 1 year for most current games out their and any future titles.
(cf)Eclipse said:well i'm pretty sure unreal3 has been in development for a while now, and supports multithreading. how well it takes advantage of dual core? i don't know, but it's a start
badasspenguin said:I did an interview with 2 of the developers on the upcoming Morrowind sequel, Oblivion, and they stated the Oblivion would support dual core processors and would take every advantage it could with it. You can check out the full Q&A here: http://www.evilavatar.com/forums/showthread.php?t=1356
Right now I believe we'll see that game this coming fall.
Frallan said:Im behind a firewall/blocker could u summarize it or just rip the relevant parts and postem here pls
bapenguin: Will there be seamless loading between zones? Does it still load when entering a "dungeons?
Jashin: Yes, that's a very important, and often overlooked part of the gameplay experience.
kathode: We will still be going with loads between interiors and exteriors. This is because it allows us to dramatically increase the detail of our environments in general. You don't have to worry about keeping around or loading on the fly a lot of art for the interiors while you're walking around the exterior world. For exteriors we are doing everything we can to keep loading as transient as possible, including aggressive implementation of multithreaded code. I can't promise a completely seamless experience, but we are doing everything we can to maintain very high fidelity environments and keep loading down to a minimum.
Jashin: Fair enough.
bapenguin: Any plans for dual processor support then? Considering the upcoming dual core processors from Intel and AMD this year, which could be very beneficial.
Jashin: As you can see, baps all about tech.
kathode: Oblivion will definitely benefit from a multi-processor setup.
bapenguin: That rocks hardcore!
agreed. kinda reminds me of halo. once the level loaded, loading each section as you ran into it took like 1/2 second. beats a lot of other games i play where it's like "NEVER!! YOU MUST WAIT!"That rocks hardcore!
ColinR said:I remember a game called Hawkeye on my C64 that ran off tape. When you got to the end of a level the Hawkeye bloke would run along into a power charger type thing and get zapped while the game totalled up your score and bonus points. While it was doing this it was loading in the next level. Almost 2 decades on we still don't have seamless!
ColinR said:I
With something like networking, however, you don't want any changes going on while you package up all the info on current player and bullet placements and facings, making multicpu fpses "pause" the game. The only things that could be processed at the same time is something that doesn't get transmitted (for example a special effect of an explosion going off or the smashing of a crate - "crate smashed" is sent across the network and all the clients decide what it looks like from the player point of view). These pauses aren't apparent to the player, they last less than a frame and prediction eliminates their effect totally, but multicpu doesn't mix too well with multiplayer, and won't bring a massive benefit for a while.
dualityim said:I've made simple game apps before and from those experiences I thought games HAVE to be multithreaded...that is to say, there needs to be at least one thread for the automated parts of the game, e.g. the animation, and another thread for user input.