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Gaming | Online | O-T |
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Member
(03-12-2007,
10:56 AM)
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Nintendo expanding dev tools for Wii - fur shading, predictive input, text to speech
#1
Nintendo World Report - Takeshi Shimada's GDC 2007 Presentation
This looks like it was an interesting session with Takeshi Shimada from Nintendo discussing the handwriting and speech recognition tools used in Brain Training. He's directs 3 teams working on development tools and software libraries for Nintendo and third parties. At the end Shimida discussed some new development tools they're working on for Wii:
Quote:
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Member
(03-12-2007,
11:06 AM)
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#3
Originally Posted by Mithos Yggdrasill:
Last edited by Mr. Pointy : 03-12-2007 at 11:10 AM. |
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Member
(03-12-2007,
11:18 AM)
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#5
Originally Posted by Mr. Pointy:
Predictive input, not predictive speech. The way it's worded suggests that it's something to do with predicting the next move a player will make based on previous motions. |
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Member
(03-12-2007,
11:45 AM)
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#15
Originally Posted by MaddenNFL64:
Mmm. I get the impression from the various discussions Ive read on the GC/Wii architecture, and the footage of top-end games, that the system is capable of a hell of a lot more effects-wise than nearly all third-party (and some first-party) games have shown so far. As part of the reason for that appears to be that producing these effects on the GC/Wii is done in a very different way from the other systems, anything that simplifies the process and makes those effects easier for third-parties to implement is good news. |
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Member
(03-12-2007,
11:54 AM)
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#16
Quote:
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Member
(03-12-2007,
11:57 AM)
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#18
Originally Posted by Nuclear Muffin:
WTF? I insist: the Nintyware already exists. These maybe improvements/updates. |
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Member
(03-12-2007,
12:14 PM)
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#20
Originally Posted by Nuclear Muffin:
What? You think the PS2 dev kit had an emulator built-in? The only dev kits with such things are handheld ones (and the usually suck). But you're right about one thing.
Originally Posted by Cosmonaut X:
Since TEV is GC/Wii only and there's no equivalent interface in OpenGL or DirectX, the only way to test and experiment the effects is: tweak, compile, boot devkit, look at result, rinse and repeat ad nauseum. This is time consuming and not all developers are up to it. So a RenderMonkey-like editor which emulates all of the TEV features (can be done with one big SM3.0 shader, I think), and allows the artists themselves to set the TEV settings and see the results (and maybe even save these effects to files and load them into the game) would help a huge lot. If you look at things this way, Nintendo had a reason for not upgrading too much beyond the GC architecture: it was the most underutilized console in the last gen. The GPU was packed with features which weren't used by most games, either due to lack of fillrate, memory, or because most devs had a focus on the PS2 (which had a very spartan GPU) and didn't even bother. So they have lots of untapped potential there and with the Wii those problems are sorted (more RAM, more fillrate, PS2 won't be the main focus forever). All they need to do wake up the developers and get them to do some TEV-love. Last edited by M3d10n : 03-12-2007 at 12:17 PM. |
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Member
(03-12-2007,
12:24 PM)
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#24
Originally Posted by M3d10n:
that's it. TEV <3 baby! |
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Member
(03-12-2007,
12:29 PM)
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#25
Originally Posted by Ogni-XR21:
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Member
(03-12-2007,
12:56 PM)
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#27
Originally Posted by M3d10n:
Simply not true.
Quote:
There are no latent graphics features waiting to be discovered in the GameCube. Nor is the TEV something that is a mystery still waiting to be unlocked by developers. It is nothing more than a way to setup and connect multiple passes for a material. It is very straightforward and anyone who has done multi-pass rendering in OpenGL would be able to immediately get things going with the TEV. |
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Member
(03-12-2007,
01:32 PM)
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#30
Originally Posted by Alkaliine:
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(03-12-2007,
02:02 PM)
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#33
More tools for dev is always good for any console. It should bring everyone's work up a notch.
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Donīt hit me for my bad english plase
(03-12-2007,
02:02 PM)
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#34
The TEV is something similar to a Pixel Shader but it runs different and it isnīt supported in the OpenGL part of the console, you must use GX libraries for it.
This is the reason why a lot of Wii and GCN games are PS2 ports without any enhacement, OpenGL libraries on the Wii donīt support the TEV functions. |
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Member
(03-12-2007,
02:06 PM)
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#35
Originally Posted by MaddenNFL64:
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Member
(03-12-2007,
02:26 PM)
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#37
Quote:
its pretty apparent that the only dev kits 3rd parties have had at this point are GC dev kits with early wii dev kits to make them wii games. This has been known for awhile i thought see ing all the GC dev kits with remote functionality. |
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(03-12-2007,
02:28 PM)
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#38
Nintendo should get this middleware out the door soon. If it weren't for the amusing channels and VC library I wouldn't be playing the damn thing at all.
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Member
(03-12-2007,
02:34 PM)
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#39
There was a patent by Nintendo posted some time ago, about text to speech input.
IMO it's much better than just a straight mic through, with maybe some vocoding like on live. With the text you'll most likely have a sort of buffer that will let you correct sentences, and even erase them if you change your mind. And it will let Nintendo put a filter for cuss words and deliberate misspellings. It wouldn't really matter if it is 100% accurate, 90 - 80% accurate would be sufficient for the kind of communication going on in a game. In the aforementioned patent, it is even suggested that the tone and loudness of the voice could be graphically represented in the letters. Like for example, angry shouting = big red letters, and silent whisper = small blue letters. This would also allow speech synthesis to be used in games where that wouldn't sound too inappropriate (robotic voice), without the disadvantages of straight mic through and a fraction of the bandwidth use.
Originally Posted by Ogni-XR21:
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Banned
(03-12-2007,
02:37 PM)
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#40
Originally Posted by Ogni-XR21:
I think they use Nuance Communications (Scansoft) speech reco technology. Its really the best in the industry and more importantly supports the most regional languages/accents. There really is no other choice. Or am I wrong? I know my Mario Party 6 and 7 boxes say "Scansoft" on the back - I dont own Brain Training. |
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Member
(03-12-2007,
03:02 PM)
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#44
Originally Posted by MachoInfinity:
That is the problem. Very few developer are used to complex OpenGL register combiner effects, because anything beyond diffuse+lightmap+detail required long blocks of combiner code and wouldn't run in the same way in most videocards. It also was a pain to manage if you didn't have a robust materials/Quake3-style shaders system in place (and most fixed function games didn't). The GeForce 2 and the 4MX series were capable of dot3 bump mapping with specular (see Doom 3) and per-pixel distortion effects (pretty water) among other things, but the amount of games that used them was minimal. Most developers only touched those effects when shaders became available, and this only applies to PC and Xbox developers. Developers coming from the PS2 didn't have anything other than vertex color+diffuse texture to work with. Most of them are used to have the game render all surfaces in the same way. So setting up inputs/outputs, indirect texture units and texture matrices to make some normal mapping is alien to them, and much harder to wrap your head around than shaders.
Originally Posted by Nightbringer:
AFAIK there is no OpenGL libraries on the GCN nor the Wii. It's all GX (but it does look like OpenGL, at least for the basics). IMO, if Nintendo or some middleware provider develops an effects system like the DirectX FX files, where you have external files which specifies all the render states and can be toggleD on and off by the game code, alongside with a WYSIWYG program for editing said files, 3rd party games would start looking much better. |
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Banned
(03-12-2007,
03:05 PM)
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#46
Originally Posted by M3d10n:
I actually heard something about that a while ago. Someone said that Doom 3 actually ran better on the Gamecube than the X-Box because the GC was a beast with OpenGL. Unfortunately, Doom 3 was never released on the GC due to the kiddie image. :( |
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Member
(03-12-2007,
03:08 PM)
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#47
Originally Posted by Eteric Rice:
Heh? I remember Carmak bitching about how it wouldn't fit on the RAM or something. I'm glad they didn't do it, the textures look too low-res already on the Xbox version, the GC version would probably end up looking like a bumpmapped N64 game. |
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(03-12-2007,
03:13 PM)
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#50
Nintendo improving dev tools?
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