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| [Feb 07, 2013, 9:29 pm ET] - Share - Viewing Comments |
Tiny Little Frogs - RTS’s aren’t dying. They’re waiting. By Stardock CEO Brad Wardell.
The third phase games can be broadly described by the technology under them: 64-bit memory, massively multithreaded. And these 3rd phase RTSs will be breathtakingly beautiful to look at, have amazing scope and micro AI (sophisticated rules for units interacting with one another without human involvement) that is astounding.
Publishers aren’t approving these designs not because there isn’t demand. There is. The problem is you can’t make a game that only a fraction of the player base can currently play.
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Re: Op Ed |
Feb 8, 2013, 07:33 |
Bhruic |
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jdreyer wrote on Feb 7, 2013, 22:04: I agree with Oro. What could be so revolutionary that it requires 4 cores as standard? Brad, give us a clue (Brad sometimes hangs out here)! And given the lead time it takes to bring these to market, now is the time to get started, no? It's no secret that SoaSE is horribly CPU-bound. Trying to play bigger maps with large numbers of opponents results in some serious game lag once the game is running. Having a (well designed) multithreaded engine would reduce that problem considerably. Even dual core would help, although quad core would be ideal.
So it might be that type of thing he's talking about. However, he's wrong about the "fraction of the player base" comment, as publishers have been approving DX11 games for quite some time now, and while the majority of gamers have the ability to play them now, when they first started popping up, it was a much smaller percentage that could play them. |
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