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	<title>Comments on: Playstation PS4 to beat the Xbox 720 to market?</title>
	<atom:link href="http://www.bruceongames.com/2009/08/12/playstation-ps4-to-beat-the-xbox-720-to-market/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.bruceongames.com/2009/08/12/playstation-ps4-to-beat-the-xbox-720-to-market/</link>
	<description>A veteran's view on marketing games</description>
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		<title>By: vince</title>
		<link>http://www.bruceongames.com/2009/08/12/playstation-ps4-to-beat-the-xbox-720-to-market/comment-page-1/#comment-5261</link>
		<dc:creator>vince</dc:creator>
		<pubDate>Wed, 12 Aug 2009 13:25:01 +0000</pubDate>
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		<description>One thing I took away from SIGGRAPH this year is if you are a small or medium sized studio that can&#039;t afford a dedicated team of graphics programmers, you are going to *have* to use graphics middleware on the next generation. While this is obviously a continuation of a trend, there are still some studios that roll their own rendering technology. This is still possible because the techniques allowed by the current hardware are still relatively narrow. Progress in graphics hardware the last 5-6 years has been more evolutionary than revolutionary. This is about to change in a big way. The next generation will be akin to the old days of software renderers, when the number of techniques you could use were limitless. While this is exciting and should help the industry differentiate its offerings, it is also going to be hugely expensive to develop for if you try and do things from scratch.</description>
		<content:encoded><![CDATA[<p>One thing I took away from SIGGRAPH this year is if you are a small or medium sized studio that can&#8217;t afford a dedicated team of graphics programmers, you are going to *have* to use graphics middleware on the next generation. While this is obviously a continuation of a trend, there are still some studios that roll their own rendering technology. This is still possible because the techniques allowed by the current hardware are still relatively narrow. Progress in graphics hardware the last 5-6 years has been more evolutionary than revolutionary. This is about to change in a big way. The next generation will be akin to the old days of software renderers, when the number of techniques you could use were limitless. While this is exciting and should help the industry differentiate its offerings, it is also going to be hugely expensive to develop for if you try and do things from scratch.</p>
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