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Apparently first ever screenshot of GTA 4

PostPosted: Sat Mar 24, 07 5:21 pm
by Big Daddy
Source: http://www.oxm.co.uk/articles/news/3rd_ ... _of_gta_iv

I would normally host the picture but imageshack is being incredibly lame so I thought I'd cut the crap and give you the whole page :D .

Real or Fake? DXAlpha decides!


Just checked the rest of the page :( and it turns out it's fan fiction but what do you think GTA 4 will really be like?

PostPosted: Sat Mar 24, 07 5:35 pm
by Psykorgasm
Phew! Good job it isnt real, looks shit lol.

PostPosted: Sat Mar 24, 07 5:42 pm
by Big Daddy
The 3D map is probably the only half decent idea on it lol. It does use this new physics program which is called.....I think it was Europhia 2.5 and makes it look totally real.

PostPosted: Sat Mar 24, 07 5:48 pm
by C:Enter:£££
These fake pics have been on the net even before the 360 was launched lol

TRAILER RELEASED 29/3/07

Going by what they've done in the past, it will show some gameplay footage and where it is located etc.

PostPosted: Sat Mar 24, 07 5:50 pm
by Big Daddy
Sweet. Unfortunately that can't hold back my anticipation for it! I'm crapping myself over Huxley and Bioshock!Well........not really but y'know.

PostPosted: Sat Mar 24, 07 6:50 pm
by Gishank
Technically it'd be classed as GTA: 6.

PostPosted: Sat Mar 24, 07 6:54 pm
by C:Enter:£££
No, GTA4. London, London Expansion, Vice City, VC Stories, LC Stories and SA are side games. Each #GTA has had a new engine.

PostPosted: Sat Mar 24, 07 6:56 pm
by Big Daddy
It left off at GTA 3 and had VC then SA then all that portable crap. So surely VC and SA were merely add-ons........nah.

PostPosted: Sat Mar 24, 07 7:02 pm
by C:Enter:£££
Yeah, well that's how it is, and why the side's are shit. GTA1,2,3 shit on all the ones in between. Which is why I have high hopes for this new one.

PostPosted: Sat Mar 24, 07 7:05 pm
by Big Daddy
The creator himself even said it will have the best possible playing experience on the 360.

PostPosted: Sat Mar 24, 07 7:09 pm
by C:Enter:£££
Probably arse kissing but I can't fucking wait for this shit! Bring on October!

PostPosted: Sat Mar 24, 07 7:13 pm
by Gishank
It'd be best on pc. ;) Mainly as the XBox 360 doesn't have a GTX 8800.

PostPosted: Sat Mar 24, 07 7:15 pm
by C:Enter:£££
Take your PC propaganda out of here! lol I couldn't give 2 shits about PC gaming.

PostPosted: Sat Mar 24, 07 7:33 pm
by Big Daddy
C:Enter:£££ wrote:Probably arse kissing but I can't fucking wait for this shit! Bring on October!
No arse kissing involved here! You can download 2 other episodes from the marketplace, and not just lame little clothing packs or two new cars like on Saints Row we're talking a whole other fudging island!

PostPosted: Sat Mar 24, 07 7:36 pm
by James
C:Enter:£££ wrote:No, GTA4. London, London Expansion, Vice City, VC Stories, LC Stories and SA are side games. Each #GTA has had a new engine.


Yeah I hated all the mongs who said that Vice City is 4 etc.

GTA 2 has a different engine than 1?!

PostPosted: Sat Mar 24, 07 7:39 pm
by Big Daddy
'Tis true! GTA 4 is going to use the same one as Rockstar Table Tennis lol. Wikipedia it.

PostPosted: Sat Mar 24, 07 8:18 pm
by C:Enter:£££
Man download GTA2, MP would be so good on it lol

PostPosted: Sat Mar 24, 07 8:25 pm
by Siva
Mandalore wrote:It'd be best on pc. ;) Mainly as the XBox 360 doesn't have a GTX 8800.


Although I am a PCWii supporter, I am willing to bet your computer doesn't have over 3 Processors.

OR A GTX 8800.

PostPosted: Sat Mar 24, 07 8:34 pm
by Big Daddy
C:Enter:£££ wrote:Man download GTA2, MP would be so good on it lol
Oh sweet imagine that! All these pixels kicking eachother's arses. Speaking of GTA 2 do you think it might be available from marketplace once GTA 4 is released?

PostPosted: Sun Mar 25, 07 1:10 am
by C:Enter:£££
I'm betting that they released GTA1 and GTA2 for free download if you go on their website.

PostPosted: Sun Mar 25, 07 1:29 am
by DarkKnight
If Rockstar put their heads down, bums up, and import a Japanese kernel programmer, the Cell will mop the 360.

http://www.ddj.com/dept/64bit/197801624?pgno=1

60 lines is for the weak.

PostPosted: Sun Mar 25, 07 1:30 am
by C:Enter:£££
Shit happens when only 1 person can do it.

PostPosted: Sun Mar 25, 07 1:34 am
by DarkKnight
C:Enter:£££ wrote:Shit happens when only 1 person can do it.


Wow, what an insightfully stupid post.

PostPosted: Sun Mar 25, 07 1:36 am
by Psykorgasm
Makes sense.

PostPosted: Sun Mar 25, 07 1:38 am
by C:Enter:£££
DarkKnight wrote:
C:Enter:£££ wrote:Shit happens when only 1 person can do it.


Wow, what an insightfully stupid post.


You are a stupid stupid man.

PostPosted: Sun Mar 25, 07 1:38 am
by Big Daddy
Oooohh a Cell Processor. You mean the one that helped drive Sony into the ground?

PostPosted: Sun Mar 25, 07 1:40 am
by C:Enter:£££
Yeh, the one that is really expensive to program for.

PostPosted: Sun Mar 25, 07 1:43 am
by Big Daddy
Almost impossible aswell. All this for "realtime weapon change?!" and "giant enemy crabs from Japanese history".

PostPosted: Sun Mar 25, 07 1:45 am
by C:Enter:£££
Must be the tentacle porn and underage sex.

PostPosted: Sun Mar 25, 07 2:14 am
by DarkKnight
Psykorgasm wrote:Makes sense.


All right, I'll go real slow.

Rockstar, makers of GTA series, and great devs.

The term 'heads down, bums up', implies lots of work.

Japanese kernel developers are very eccentric folk, who by nature consider their lives one with the kernel. They are brutally good at their work, and are behind some of the great performances of Japanese games on the PS2, next to, say EA.

'Developers' is plural, meaning more then one. The reason 'Developers' is used, is because the ability to import a Japanese kernel dev depends largely on supply, having supply implies more then one. (!) You also don't get to be a kernel developer by being lazy, inefficient, or sloppy. (!)

http://www.ddj.com/dept/64bit/197801624?pgno=1

Is a link to Dr. Dobb's, where they explain some of the pits falls of Cell programming, and exactly how much can be gained in optimisations.
Consider this bit:

The PPE is a 64-bit processor with a PowerPC instruction set, 64 KB of L1 cache memory, and 512K L2. Like Intel's HyperThreading, it supports simultaneous multithreading, but is remarkably simpler than Pentiums or Opterons.

SPEs are different. They have 128-bit registers and SIMD (single instruction, multiple data) instructions that can simultaneously process the four 32-bit words inside each register. Plus, there are so many registers (128) that you can unroll loops many times before running out of them. This is ideal for dataflow-based applications.

But the most radical peculiarity for programmers is that SPEs have no cache memory. Rather, they have a 256-KB-scratchpad memory called "local store" (LS). This makes SPEs small and efficient because caches cost silicon area and electrical power. Still, it complicates things for programmers. All the variables you declare are allocated in the LS and must fit there. Larger data structures in main memory can be accessed one block at a time; it is your responsibility to load/store blocks from/to main memory via explicit DMA transfers. You have to design your algorithms to operate on a small block of data at a time, fitting in the LS. When they are finished with a block, they commit the results to main memory, and fetch the next block. In a way, this feels like the old DOS days, when everything had to fit in the (in)famous 640 KB. On the other hand, an SPE's local storage (256 KB) is so much larger than most L1 data caches (a Xeon has just 32 KB). This is one of the reasons why a single SPE outperforms the highest-clocked Pentium Xeon core by a factor of three on many benchmarks.


Bolded are some points that should make you sit up a bit straighter.

Or, if you want a more simple read:

Thanks to nine processors on a single silicon die, the Cell Broadband Engine—a processor jointly designed by IBM, Sony, and Toshiba and used in the PlayStation 3—promises lots of power. The good news is that the Cell is really fast: It provides enough computational power to replace a small high-performance cluster. The bad news is that it's difficult to program: Software that exploits the Cell's potential requires a development effort significantly greater than traditional platforms. If you expect to port your application efficiently to the Cell via recompilation or threads, think again.

In this article, we present strategies we've used to make a Breadth-First Search on graphs as fast as possible on the Cell, reaching a performance that's 22 times higher than Intel's Woodcrest, comparable to a 256-processor BlueGene/L supercomputer—and all this with just with a single Cell processor! Some techniques (loop unrolling, function inlining, SIMDization) are familiar; others (bulk synchronous parallelization, DMA traffic scheduling, overlapping of computation and transfers) are less so.


I don't know about you, but being able to match a 256-processor super computer in -any- benchmark is quite impressive. The fact that's it's actually something useful makes it kick arse. A Japanese kernel developer should be able to construct a kernel that automates a lot of these tasks, thus reducing your production costs greatly for the next few years.

An example in good Cell code.
(F@H client made by Sony, doubles F@H's computing power with only a handful of PS3's actually bothering to run it.)

C:Enter:£££ wrote:Shit happens when only 1 person can do it.


The post is quite insightful, if only it wasn't drastically out of context, and lacking a complete understanding of what's being said.

C:Enter:£££ wrote:Yeh, the one that is really expensive to program for.


Yeah, that's why if you're on a budget, you license the Unreal3 engine. :roll:

±MC Chedda'± wrote:Almost impossible aswell. All this for "realtime weapon change?!" and "giant enemy crabs from Japanese history".


http://www.terrasoftsolutions.com/news/ ... -10b.shtml

Right... 'impossible'...


Edit: Urgh... don't type up two posts at once... -_-