Where are demos for recent hardware??
category: general [glöplog]
unseen_:Trying to push the xbox360 junk to its limits sounds like a tough job?
isn't it a bit ironic - of all the assembly 07 xbox360 demos, the one with most polygons runs smoothest?
you can always try fairlight demos: yesterday's amount of polys only on today's high-end systems.
seriously:
i think demos should try to imitate games again. early demos were very much inspired by game techniques and had game-like menus where the user had to guide a sprite to a door and such. at a certain moment in time demo coders became superior to game coders by writing these routs again and again (tilescrollers, sprite routs, etc).
that was all 15 years ago and shit.. today, in my eyes, the overall demo scene is not on the technical level of the games business. there are, of course, some heroes like mfx, farbrausch, kewlers, ASD.. but none of them really have 1000 animated 3D AI puppets storming a castle. that's the fate of the non-interactive demo: you need good direction, design, etc.. a MTV video in real-time: it has to -look- nice. using hardware to the max comes second.
i do think that some of the best PC groups still have the optimising skills. although, somehow i feel they lose the ideas on how to use new hardware in effective+creative ways. in my opinion, the last argument is vital to the demo scene. it's the merger of technology and artistic vision. remove the former; you are left with design teams making commercials or music videos. remove the latter; you are stuck with a bunch of geeks doing algorithms, hardware, and publishing scientific papers.
seriously:
i think demos should try to imitate games again. early demos were very much inspired by game techniques and had game-like menus where the user had to guide a sprite to a door and such. at a certain moment in time demo coders became superior to game coders by writing these routs again and again (tilescrollers, sprite routs, etc).
that was all 15 years ago and shit.. today, in my eyes, the overall demo scene is not on the technical level of the games business. there are, of course, some heroes like mfx, farbrausch, kewlers, ASD.. but none of them really have 1000 animated 3D AI puppets storming a castle. that's the fate of the non-interactive demo: you need good direction, design, etc.. a MTV video in real-time: it has to -look- nice. using hardware to the max comes second.
i do think that some of the best PC groups still have the optimising skills. although, somehow i feel they lose the ideas on how to use new hardware in effective+creative ways. in my opinion, the last argument is vital to the demo scene. it's the merger of technology and artistic vision. remove the former; you are left with design teams making commercials or music videos. remove the latter; you are stuck with a bunch of geeks doing algorithms, hardware, and publishing scientific papers.
earx... sure, bring two dozen of coders, a handful of graphicians (more than just Orange! ;) ) and a musician or two and i guess after 7 months there might be a demo that's imitating a modernday game!
If they work fulltime..
yeah.. it's not much talent as much as sheer firepower those game companies have. I mean there are talented people there, however while in the 80s the scale of the teams working on games was similar to that of a demo, nowadays it's rather laughable to compare the two.
As for actual coding skills, I'm not seeing the gap really..
As for actual coding skills, I'm not seeing the gap really..
Just face it: Garage demos are dead.
Gargaj: LOL
Quote:
Demos are hardwork. And kids are more and more lazier.Just face it: Garage demos are dead.
http://www.youtube.com/watch?v=yzU8STxb828&mode=related&search=
here is a demo for todays ahrdware ;-)
here is a demo for todays ahrdware ;-)