Epicenter
Well-Known Member
Hrm? Played much of their stuff? Treasure games are notorious for squeezing every drop of performance out of a console. Their games are often a dying machine's send-off. Look at Gunstar Super Heroes for GBA that just came out fairly recently. The kind of results they got from the GBA are unbelievable-- they outclassed any other GBA game, bar none in terms of graphics and gameplay intensity, just as they did with the original back on the MD/Genesis. You've said you're done though-- so, so am I.dockthepod posted on Sep 27 2006 at 01:24 PM said:And - for Treasure-type games... you don't need to tap into the SPUs. Those are only required if you really want to push things forward and make something that requires a lot of non-graphics computations (buzzword "next-gen").
There's a line between what you can do with an API, and what you need to do personally. Working with a series of coprocessors like that generally requires a more personal touch for good performance. Things like PhysX are only working with one processor, as well.Vimacs said:The developers dont even need to mess much with the spu's, did you ever hear of middleware?
Lets take speedtree or ageia physx, you can just throw them ion thair own spu and have fun, without messing with it yourself.
Or you just license the unreal engine 3, even less work for you and allready good optimized to take advantage of the spu's.
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