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powerarmour
--[papameister]-- Mod Squad

Joined: 13 Oct 2002 Posts: 11127 Location: Surrey, UK 'In Dead Space'
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Posted: Fri Jan 11, 2008 8:18 pm Post subject: |
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Resistance 2 revealed - 60 player online multiplayer/8 player co-op
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Resistance 2
Release: Fall 2008
Platform: PlayStation 3
-One campaign focusing on Nathan Hale across USA, 1 player
-One separate story based campaign supporting 2 players offline, 8 players Online
-Online Multiplayer (dedicated servers) supporting 60 people
-Classes for online: Heavy, Special Ops, Medic
-New vehicles including Chameleon (Stalker with cloak)
-Partial randomized geometry in level spots
-Insane stat tracking coupled with MyResistance.net
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http://www.maxconsole.net/?mode=news&newsid=24189
Wow, 8 player co-op, that's pretty impressive... 
Last edited by powerarmour on Fri Jan 11, 2008 8:18 pm; edited 1 time in total |
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powerarmour
--[papameister]-- Mod Squad

Joined: 13 Oct 2002 Posts: 11127 Location: Surrey, UK 'In Dead Space'
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powerarmour
--[papameister]-- Mod Squad

Joined: 13 Oct 2002 Posts: 11127 Location: Surrey, UK 'In Dead Space'
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Posted: Thu Jan 17, 2008 1:31 pm Post subject: |
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Insomniac whipping the SPU's :-
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Insomniac's SPU Programming Practices
Speaker: Mike Acton (Engine Director, Insomniac Games)
Date/Time: TBD
Track: Programming
Experience Level: Advanced
Session Description
Insomniac is now on its third generation PlayStation 3 game and technology. Mike Acton, engine director, and Eric Christensen, principal engine programmer, will describe in detail the state of Insomniac's proprietary engine from RESISTANCE: FALL OF MAN and RATCHET AND CLANK FUTURE: TOOLS OF DESTRUCTION to our current project. This talk will describe the steps taken to understand the SPU, fit more code and data on the SPU, and the steady progression toward a state where the SPUs dominate our game update. Developing an engine from the ground up on any platform is a difficult task. This talk will cover what went wrong, what went right, and what steps are being taken to continue in a direction that we keep Insomniac on the competitive edge and prepare the studio for future platforms. This presentation will include concrete examples of some of key systems and how they've been improved over time. Step by step code examples will be used to answer common questions related to SPU programming methods, including Insomniac's techniques for breaking the 256k barrier. Details on Insomniac's use of "SPU Shaders" and the benefits of that system will also be covered. |
https://www.cmpevents.com/GD08/a.asp?option=C&V=11&SessID=6462 |
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powerarmour
--[papameister]-- Mod Squad

Joined: 13 Oct 2002 Posts: 11127 Location: Surrey, UK 'In Dead Space'
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plasticfish
Ultra nForced

Joined: 21 Jan 2003 Posts: 2226 Location: Texas
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Posted: Sun Jan 27, 2008 11:22 pm Post subject: |
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That looks awesome |
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powerarmour
--[papameister]-- Mod Squad

Joined: 13 Oct 2002 Posts: 11127 Location: Surrey, UK 'In Dead Space'
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Posted: Sat Mar 08, 2008 2:22 pm Post subject: |
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Insomniac's charts, that show how the utilization of Cell's PPU and SPUs has improved from Resistance to Resistance 2.
Resistance
Resistance 2
R1 & R2 |
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powerarmour
--[papameister]-- Mod Squad

Joined: 13 Oct 2002 Posts: 11127 Location: Surrey, UK 'In Dead Space'
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powerarmour
--[papameister]-- Mod Squad

Joined: 13 Oct 2002 Posts: 11127 Location: Surrey, UK 'In Dead Space'
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Posted: Wed May 07, 2008 3:08 pm Post subject: |
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Hands-on preview :-
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First things first – Insomniac has everything to gain from being secretive about their baby right now; no need to stoke the fires too soon, given that it's not going to finish gestating for another six months. With that in mind, don't be too shocked to learn that this year's PlayStation Day in London only showed an early and fairly limited build of the multiplayer mode.
That said, what was shown holds a lot of potential – specifically, a full 60 players (well, 56 when I was playing) on one map playing over PSN; one group in London, and the other in Los Angeles. There was no lag, given it was playing over a dedicated server, but it was impressive more in how the game demonstrated how it intends to handle this number of players at once without dissolving into a chaotic fray.
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http://uk.ps3.ign.com/articles/871/871976p1.html |
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powerarmour
--[papameister]-- Mod Squad

Joined: 13 Oct 2002 Posts: 11127 Location: Surrey, UK 'In Dead Space'
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powerarmour
--[papameister]-- Mod Squad

Joined: 13 Oct 2002 Posts: 11127 Location: Surrey, UK 'In Dead Space'
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Posted: Thu Jun 05, 2008 10:35 am Post subject: |
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Insomniac's Ted Price on Resistance 2 - Live Q&A :-
http://www.eurogamer.net/article.php?article_id=145245
Some highlights :-
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pjmaybe asks: How the heck do you guys manage to consistently stop your games V-Synch tearing when no other PS3 developers seem to manage it?
Ted Price: I think we at Insomniac have an unnaturally strong aversion to screen glitches. Maybe it's because from day one we've always been tech freaks. So it's something we try very, very hard to avoid. Plus our engine team is spectularly talented (in my humble opinion!)
Darren asks: What kind of improvements have been made to the game engine since Resistance FoM? Does the new engine stream higher-resolution textures now for example?
Ted Price: We do have streaming of textures and other assets now. Not only does this improve the overall look but it cuts down on load times. In fact, you shouldn't notice any loading screens in R2. We've also added a lot more tech-wise - detail maps, new lighting system, new effects system, better normal mapping, better specular response, redone shaders and lots of behind-the-scenes stuff that makes the game really stand out aesthetically.
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