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Are those realtime shadows in the Rage shots?
Fair enough, but I still think nvidia/amd will come up with something similiar before anything like what you suggest would happen.
As for those thinking PowerVR's Tile based rendering is the same as ATI/AMD you need to do more research.
Prebaked.
No, AMD were in deep trouble and needed to get something back from the ATi purchase. They had the mobile department on sale for about a year before Qualcomm finally bought it.
Snapdragon was still being finalised at that time so they would've licensed the IP anyway, great deal for them, AMD just didn't have the foresight to see where the market was headed (all the bloggers at that time tagged snapdragon as vapourware)
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A lot of stuff is prebaked, but you can do that in very limited games, and you can get away with that kind of thing in COD and stuff like that aswell as you wouldn't really notice. However get into more complex games like Oblivion/Stalker, and try to do prebaked shadows it becomes a joke.
Yes mobiles really fall down at all those effectsEpic Citadel has full Bump offset mapping AKA parallax mapping, Unreal's Global illumination to provides realistic lighting and shadows, Dynamic specular lighting with texture masks, Real-time reflections and animation and many more features. If that is somehow not good enough most of those affect will be far beyond what rasterisation based desktop cards can do once we get ray tracing.
Anyway realistic night/day cycle, shadows, realistic lighting all look way and I do mean way better via ray tracing then via rasterisation based desktop cards.
All those people saying mobiles are 16years behind, or my N64 could do mobile graphics better then PowerVR should really go go watch the above videos in HD. I like the middle one best.
drunkenmaster said "We're a decade or more away from Crysis type performance/effects on a mobile chip that can run under 2W."
If the x4 core chip come out on time this year you do realise don't you that we are only about half a year away from getting GeForce 8600 desktop card worth of power in mobiles. If I am not mistaken the 8600 can run Crysis.
Any 8 core PowerVR SGX543MP8 chip at a low 400 MHz would deliver around 532 million polygons and 16 billion pixels per second. Which is around GeForce GTX 260-216 level. Mobile tech is catching up fast. Now take that power and add in real time ray traceing along side rasterisation graphics.
drunkenmaster said "This is where ultra accelerated but ultra LIMITED mobile graphics will fall down, and why a top end gpu uses 200W +, all the added effects you add, not only need more power but they also add the need to redo other effects so they all work together."
http://www.youtube.com/watch?v=9ssd4P0bgSM
http://www.youtube.com/watch?v=sy2hXtUN2t0&feature=related
http://www.youtube.com/watch?v=VC2ul99iRkk
Make sure you watch the above in HD.
Yes mobiles really fall down at all those effectsEpic Citadel has full Bump offset mapping AKA parallax mapping, Unreal's Global illumination to provides realistic lighting and shadows, Dynamic specular lighting with texture masks, Real-time reflections and animation and many more features. If that is somehow not good enough most of those affect will be far beyond what rasterisation based desktop cards can do once we get ray tracing.
Pretty much every one of these 'impressive' 3D games that have come out on mobile devices are extremely static and play more like a rollercoaster ride, rather than and interactive simulated gaming world.
I watched all the vids and tried the Citadel game myself on an iPhone and apart from DX8 level bump mapping and reflections I saw nothing dynamic at all - as I said before, all the complex shadows and lighting effects are completely static, i.e. prebaked.
Also an 8600 can run Crysis indeed, but it looks like this:
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LOL