» 您尚未登录:请 登录 | 注册 | 标签 | 帮助 | 小黑屋 |


 33 123
发新话题
打印

卡神在CES上接受Gameinformer采访第一部分

http://www.gameinformer.com/News ... 37.15034.htm?Page=1

其中各位吵架爱好者可能会感兴趣的部分
引用:
GI: At QuakeCon two years ago, you were very adamant during your keynote about not being too thrilled about developing for multi-core systems. Not just specifically with PCs, but also the PlayStation 3 and Xbox 360. Now that you’ve been working with both of them since then, have your thoughts changed at all?

Carmack: Microsoft has made some pretty nice tools that show you what you can make on the Xbox 360. I get a nice multi-frame graph, and I can label everything across six threads and three cores. They are nice tools for doing all of that, but the fundamental problem is that it’s still hard to do. If you want to utilize all of that unused performance, it’s going to become more of a risk to you and bring pain and suffering to the programming side. It already tends to be a long pole in the tent for getting a game out of the door. It’s no help to developers to be adding all of this extra stuff where we can spend more effort on this. We’re going to be incentivized, obviously, to take advantage of the system, because everybody’s going to be doing that. It’s not like anyone’s going to say that it’s impossible to do. People tend to look at it from the up side. It gives you this many more flops and it gives you this much more power to do that. But you have to recognize that there is another edge to that sword, and you will suffer in some ways for dealing with this. I don’t have any expectation that anytime soon, a massive breakthrough will occur that will make parallel programming much easier. It’s been an active research project for many years. Better tools will help and somewhat better programming methodologies will help. One of the big problems with modern game development with CC++ languages is that your junior programmer who’s supposed to be over there working on how the pistol works can’t have one tiny little erase condition that interacts with the background thread doing something. I do sweat about the fragility of what we do with the large-scale software stuff with multiple programmers developing on things, and adding multi-core development makes it much scarier and much worse in that regard.

So we’re dealing with it, but it’s an aspect of the landscape that obviously would have been better if we would have been able to get more gigahertz in a processor core. But life didn’t turn out like that, and we have to just take the best advantage with it.



GI: You talked a lot about the Xbox 360. What are your thoughts on the PlayStation 3 now that you’ve had more time on it?

Carmack: We’ve got our PlayStation 3 dev kits, and we’ve got our code compiling on it. I do intend to do a simultaneous release on it. But the honest truth is that Microsoft dev tools are so much better than Sony’s. We expect to keep in mind the issues of bringing this up on the PlayStation 3. But we’re not going to do much until we’re at the point where we need to bring it up to spec on the PlayStation 3. We’ll probably do that two or three times during the major development schedule. It’s not something we’re going to try and keep in-step with us. None of my opinions have really changed on that. I think the decision to use an asymmetric CPU by Sony was a wrong one. There are aspects that could make it a winning decision, but they’re not helpful to the developers. If they make the developers say that Sony is going to own the main marketplace, let’s make them develop toward this and build it this way, it would somewhat downplay the benefits of the Xbox 360 and play to the PlayStation 3’s strengths. I suspect they’re not going to overwhelmingly crush the marketplace this time, which wasn’t clear a year ago. A lot of people were thinking it’s going to be a rerun of the last generation, and it’s now looking like it might not be. I’ve been pulling for Microsoft, because I think they’ve done a better job for development support, and I think they have made somewhat smarter decisions on the platform. It’s not like the PlayStation 3 is a piece of junk or anything. I was not a fan of the PlayStation 2 and the way its architecture was set up. With the PlayStation 3, it’s not even that it’s ugly--they just took a design decision that wasn’t the best from a development standpoint.


TOP

But the honest truth is that Microsoft dev tools are so much better than Sony’s.

只看这一句。



TOP

说得很中肯

索尼脑子彻底进水了
cpu开发为ibm买单
显卡开发为nv买单
问题是买了单还比别人的差
问题2是ps2他就上过这样的当了

我是从来没在现实生活中见过有这么傻的人了


TOP

It’s not like the PlayStation 3 is a piece of junk or anything.
说起来,卡神的火箭研究的怎么样了?

TOP

A lot of people were thinking it’s going to be a rerun of the last generation, and it’s now looking like it might not be.

^_^,偶像的预期和我一致。另外我也认为那个CELL的设计比较白痴,非对称设计让本来就够麻烦的多线程编程变成了彻头彻尾的灾难。

TOP

I’ve been pulling for Microsoft, because I think they’ve done a better job for development support, and I think they have made somewhat smarter decisions on the platform. It’s not like the PlayStation 3 is a piece of junk or anything.I was not a fan of the PlayStation 2 and the way its architecture was set up. ..

这些话彻底把操版定义到了索黑的位置.

哦,口误,不是操版,是卡神...
不过也差不多:D

TOP

哎……
不知卡神会受到什么样的待遇,似乎以前在卡神说过‘PS3有更高的峰值性能’时,曾经被某群人拥戴了很长时间的样子……

TOP

其实那两句话在表扬sony,虽然他认为sony的选择不正确,但ps3也不是a piece of junk,而且比ps2好多了……从程序员的角度来sony的选择不好不代表市场不接受

TOP

只关心第二个问题,没有看见新信息

TOP

卡神早就被微软买通了吧,我印象中这个水平的Coder都是有傲骨的,喜欢有挑战性的工作的。

论起开发环境,当然是微软的好,那么多年的Visual Studio白做的?

TOP

任何人,不管水平高低,都更喜欢更强大而友善的硬件和软件开发环境。
难道非得死乞白赖地抢着被开发环境转圈耍着玩,才叫有水平?有傲骨?

TOP

我是进来瞻仰卡神发言的,一直很崇拜卡神言简意赅的说话风格!有些句子简直可做说明文范本!

TOP

论游戏制作,当然是索尼好,那么多年的游戏白做的?

TOP

引用:
原帖由 BD 于 2007-1-10 22:05 发表
卡神早就被微软买通了吧,我印象中这个水平的Coder都是有傲骨的,喜欢有挑战性的工作的。

论起开发环境,当然是微软的好,那么多年的Visual Studio白做的?
卡马克在技术上不可能说瞎话的!

TOP

引用:
原帖由 BD 于 2007-1-10 22:05 发表
卡神早就被微软买通了吧,我印象中这个水平的Coder都是有傲骨的,喜欢有挑战性的工作的。

论起开发环境,当然是微软的好,那么多年的Visual Studio白做的?
他怎么没加入中国国籍?

TOP

 33 123
发新话题
     
官方公众号及微博