King Kong, Ghost Recon 3 to appear at Xbox 360 launch
Ubisoft confirms reports.
At a press and retail event in the UK last week, Ubisoft outlined its plans for Christmas 2005 and confirmed that both Ghost Recon: Advanced Warfighter and Peter Jackson's King Kong would be released to coincide with the launch of Xbox 360 toward the end of November.
Both games are due out on other formats. Advanced Warfighter will also be released on PC at some point as a first-person shooter - the Xbox 360 version is predominantly third-person. King Kong, meanwhile, is due out on a massive eight formats. As well as X360, it will appear on PS2, Xbox, Cube, PC, GBA, DS and PSP this Christmas as one of Ubisoft's biggest ever launches.
Recently speculation based on US retail pages linked both titles with the launch of the new console, but we believe this is the first absolute confirmation of the French publisher's plans - at the very least, it's reassurance that those plans are firmly in place, and now confirmed with UK retailers.
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Comments (21) Latest comment 7 years ago
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Anyhow, here's an interesting article
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Its going to look pants on the 360
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Nothing better than sitting with your mate helping each other through a game.
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Kong looked good on PS2 AND Xbox - no 360 code on show though. And no HUD!
Still, playing as Jack AND Kong was cool
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TFLOPS mean a great deal in terms of games and graphics.
TFLOPS is an abbreviation for Tera Floating Point Operation per Second, essentially a measure of the rate at which a computer can perform floating point operations.
It's a measure of actual computing power, an important performance indicator.
A higher TFLOPS count in a games console will offer better physics and better AI, as well as higher game speeds.
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Having said that, after all the shit Sony said about the Emotion Engine, I'd very much prefer to wait and see than lap up their marketing spin.
If what they say really *is* true this time though, maybe the XB360's superior graphics card will offset some of the dfference too?
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It might sound crazy, but perhaps it's the best way....?
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The GPU's in the two consoles are seentially the same. The only thing that may actually differentiate the two is that the nVidea RSX in the PS3 clocks at 550MHz and the ATI Xenos in the X360 clocks at 500MHz (a little slower - but not noticably). So saying the X360's graphics are superior wouldn't be accurate.
Another design superiority is that the PS3's RSX has dedicated VRAM, but can also access the entire system memory. That should allow it to push a higher rate and 'bigger' visuals. The X360's GDDR3 RAM is unified, and as anyone who's had a PC without dedicated VRAM will know - that can cause slowdown.
Maybe you're right about the Cell being a little harder to program than the IBM processor in the X360, but that should be shortlived with the unit going into general release. It's a clever system. You can <a href=http://www.research.scea.com/research/html/CellGDC05/&g t;read about it at SCEA Research</a>. It should allow for much smoother, faster computing. And remember, it's Power-PC based too!
[EDIT] It's SCEA not SCEE. Doh!
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WTF have you been smoking?
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The learning curve might be a little steeper as it's a new processor type, but post-education it should be a relative breeze.
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As I understand it the EE was a unitary multi-processor, performing CPU, FPU, GUI, DSP and other functions. It was always going to be troublesome.
Maybe it's IBM's that have steered the Cell towards more sensible 'parallel computing'. I really think that the design will achieve some wonderful things. I can't wait to see PC's with them inside.
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I'd assume that in aeronautics, many advanced calculations would be required (to assess air flows etc.), as in any kind of dynamic engineering - and the rate at which computer can calculate floating points (digitised dimensions, etc.) is measured in FLOPS.
But that said, even if it isn't important in Aeronautics, it is in videogames.
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Well in relation to some things in life, I'd agree.
But they tend to matter in videogames.
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They involve the kinds of numbers (extremely high and low) that take a long time to compute, and having a lower FLOPS count means that these difficult calculations will take still longer to perform, or simply cannot be performed.
Unlike office programs, MP3 software, Internet browsers and other such applications which need a lot of integer general purpose calculations capabilities, videogames benefit more from a lot of floating point calculations.
In lamens, lots of short calculations can be done with integer, but lots of longer and more complicated calculations can be done with floating point. There comes a time (next-gen) when you'll find that there's only so much you can do with short simple mathematics, no matter how many sums you can do at once.
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