

 Tiger Woods Out...Until August!
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| | | Posted by Alan Dang on Tuesday June 01, 2004 - 09:00 PM |
(Post a comment) » The Art of the Tech DemoA lot of people underestimate the significance of a good technology demo. In Alan's final contribution to the industry, he dissects what the a good technology demo needs to have and shows where the industry has done things right and wrong.
(Alan, we know you're from Stanfurd and all, but since we'd like free physical exams in the future, we wish you the best of luck on your journey to become a physician. -ed.) | Previous news article | Back to main news | Next news article  |

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#23
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Anonymous at 09:12pm 07/27/2004
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Response to #3:
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GX-Alan -
What do you mean thefacebook is a fake site? They have no students
registered? Further elaborate ...
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#22
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GX-Alan at 11:24pm 06/7/2004
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Heh, I used to be one of the powerhouse users on Vertrauen (home of
the Synchronet BBS). The demo scene is impressive, but a good 3D
GPU tech demo needs to be even better than what the demo scene is
putting out. Today's demo scene isn't as agressive as the original
one. Back then people coded demos for dual GUS sound cards -- I
have yet to see a something from the demo teams that's designed to
require an X800 or GF6800 with a Athlon64 3800+
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#19
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Anonymous at 01:03am 06/6/2004
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Alan is right 100%. A good tech demo needs a story to give it life.
That's true in hardware and software these days. Look at the
LithTech engine. When it was still a young engine, Monolith (the
company writing the engine and it's first games) was putting out
games like Shogo, Sanity, and Septerra Core. Those games got the
attention of other developers, and have allowed the engine to
progress with support from the likes of 20th Century Fox. In fact,
each of the last few major updates to the LithTech engine have been
based on Fox games (NOLF, AVP2, NOLF2, etc.) If these games had not
been as entertaining and just downright good as they were, LithTech
would just be another run-of-the-mill game engine for mediocre
games.
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#18
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GX-Alan at 11:39am 06/3/2004
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At one point in time, more than half of FiringSquad was run by
Biology majors. =)
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#17
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GX-Alan at 11:36am 06/3/2004
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Believe it or not, the MGS2 cutscenes are done in true real-time.
In "The Document of MGS2," Konami lets you move the
camera angle in any way you want so it was 100% honest-to-goodness
real-time.
Same with Final Fantasy: TSW tech demo. It's pretty cool because
you can see that for the closeups, they stop rendering the feet,
etc.
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#16
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eyemaster at 11:31am 06/3/2004
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Hmmm, what do you have against physicians writing tech articles?
Tomas Pabst, from Tom's Hardware is also a doctor.
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#15
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Anonymous at 08:37am 06/3/2004
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I agree that the Metal Gear Demo was great, however what people also
want is the interactivity that Dawn gives.
ATI's new approach to have a looping "movie-type" demo
play, but allow the user to view it from different angles (although
limitied in Ruby) is the way to go. Full freedom to view the demo
from any angle.
This would have been impossible in the MGS video on PS2 hw because
it takes place in so many different locations, each with unique
textures that must have exceeded the Hardware's Memory limitations.
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#14
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Anonymous at 12:43am 06/3/2004
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What's this?? A physician writing articles on PC hardware ??
Are you sure this is the right field for you ??
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#13
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Anonymous at 12:35am 06/3/2004
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Alan "Ding" Dang is nuts. Good ridance too. He's just
"upset" because his gal (assuming he has one) doesn't look
a bit like Ruby, Dawn, and Nula. Currently, all tech demos from
Nvidia and
ATI look awesome, period. Who the hell he think he is .....
Mr. Lucas from ILM ???
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#12
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GX-Alan at 07:47pm 06/2/2004
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Yup NVIDIA demos classically target developers, ATI demos
classically target end-users. You should know when you need to
target one group or the other and I'm not convinced that either
company really sees it that way.
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