It's pretty cool how they did all this but:
1. Seems like a generic shooter
2. Assembly? That leaves a lot of iffy remarks. Hopefully this may lead to a new 3DS exploit, I'm not sure how easy it is to catch errors in assembly languages compared to higher up languages.
That scared me for 5 seconds!I see what was done here.
I don't need to be explained what printf does. In any case, even the best compiler doesn't know all the outside circumstances that arise during execution of the code. It can guess, but it can guess wrong. This happens more often than you'd think. A compiler can't optimize a matrix multiplication beyond basic collection of intrinsics, but it can't do much more than that. It takes hand-written assembly to ensure that a matrix multiplication is as fast as can be. I doubt Nintendo's SDK even provides matrix multiplication methods, either, to further this example. Game engines tend to roll their own, regardless.
And regardless of Nintendo's optimization abilities of their compiler, it's not going to know that a cache miss here as a result of an extra instruction is going to slow down this tight loop by over half. This is where a profiler and a good eye comes in. And what happens when the compiler generates suboptimal code? You have to write it yourself.
In any case, I do agree with your last statement.
If you're referring to the skinning stress test, notice how all those "enemies" are moving at the exact same time, meaning their movement is likely controlled by one and the same script. They don't have independent A.I, they're not actual NPC's, they're animated models. I wouldn't equate that to a large number of enemies on-screen since enemies require you to run A.I for them independently.
Yes, pretty much RARE developed their own reality engine microcode on the n64.
Compilers goes for generic and "safe" profiles. which leaves useful resources, unused.
This has more advances graphics than pokemon X and Y.
This is essentially how I feel. The visuals and tech are certainly impressive (does it hit 60 fps in 3D? I notice the tech video doesn't specify), but the game itself looks bland as hell. I think I've had enough of effortless Gears of War clones after Shadowgun on smartphones.Dual-screen rendering at 60FPS in 3D (top-screen) while pushing some fancy effects.
It's pretty impressive, all it needs is some actual art-direction.
To be fair 60FPS is very noticeable on games where the camera changes fast or input needs to be registered near instantly (as FPS tends to equal input polling rate). But for many games 30 would be enough, yes.b-but muh 60FPS
if you're so much of a graphics whore you care about 60FPS you should actually consider quitting gaming.
I bet you all think The Hobbit looked "great" because it was 48FPS.
Calm down, grampa, it's not healthy getting upset at your age.if you're so much of a graphics whore you care about 60FPS you should actually consider quitting gaming.
Let me elaborate on my stance a little so that I don't sound 100% negative. The fact that I think using 100% Assembly is foolhardy and completely unnecessary, the tech demo does feature a couple interesting things in completely technical terms, like the high polycount or the use of lighting on the scenes which are genuinely rich.