#Winter CES 1995
6 messages in this thread
Hello Everyone,
Just got back from Vegas (after 2 aborted landings in a fogged-in San Diego
Airport and an extra night back in Sin City <g>) and the CES show and wanted to
share a few thoughts and observations.
For those of you who may be wondering, CES (Consumer Electronics Show) is a
major event for video game developers. Because I have been primarily doing game
graphics, I make it a point to show up, do a little networking, and check the
latest stuff on the game scene.
MartinF, RalphF and I met early Sunday morning at the Hilton and made our way
to the main building, which would eventually lead us to the games section,
which has grown by leaps and bounds in the past 3 years. It's so big that the
main building is augmented by three large temporary pavilions to hold all the
exhibitors!
We were extremely pleased to see that 3D graphics were everywhere! Where 3D was
an oddity 3 years ago, it now seems that a game without 3D is the rarity. From
Nintendo's Donkey Kong Country to Trilobyte's 11th hour, from DOOM and all it's
offspring to the latest LucasArts offerings, 3D has never been better
represented in the world of video games. And it's not stopping here. Everyone
we talked to was excited about including 3D in their future titles. In fact,
many games are going through a 3D/2D stage in which it's obvious that things
are moving in a 3D direction. By next year, I'd imagine that 3D will be used
even more, providing much work for creative 3DSer's everywhere.
And 3DS certainly seems to be the 3D package of choice for the overwhelming
majority of developers. If a game company can install multiple seats of an
extremely popular (read: less training time and money) 3D package that does
nearly anything that the SGI boys are doing for WAY less money, they're gonna
do it. And they are.
And speaking of SGI, Micro/Soft/Image was there along with Alias and Wavefront
again, extolling the virtues of their products regarding game development.
Alias wowed us with a wonderful hair routine. It worked with dynamics and the
animation of a running "Yeti" whose hair bounced with the footfalls was quite
impresive (IPAS developers take note!). Wavefront has dedicated software for
game development that is supposed to allow designers to fully design, author
and branch a complete game for easy porting to almost any platform. Although I
didn't get a technical description of it, I can't imagine it could include
*everything* a developer needs for *any* kind of game they may want to design
(most folks I've worked with need to design their own engine for their own
reasons), and I seriously doubt that most game developers would work very well
under the limited scope that a pre-engineered gaming engine would seemingly
have to employ.
The bottom line, though, is that 3DS certainly seems to be the standard for 3D
graphics in game production. And if recent history is any indication, The Yost
Group's dedication to making 3DS the best possible program it can be should
help ensure that next year's report is just as glowing.
I expect to see many more of you at next year's show!
Thanks for listening,
-Alan
Alan (and all interested parties),
I share all of the sentiments you expressed and would like to add some
thoughts.
It is indeed a very heady time to be involved with 3d game development, and
even if you're not, there's a chance you could be in the future. Most of the
games I saw had 3d elements – whole scenes, foreground sprites or background
images. The games were a real mixed bag visually. My favourite PC games
visually speaking were: Lands of Lore II (mostly Lightwave work), Daedelus
Encounter (mostly 3d Studio), and Pagemaster (mostly 3d Studio backgrounds with
traditional Disney style characters in the foreground). Oh, and there was that
"Space Sirens" cyber sex simulator with TFUI (touch and feel user interface)
which was very impressive, but I probably can't talk about that here, in fact I
didn't <blush>. Arcade games to watch for 3d interest: Virtua Fighter 2
(realtime 3d textured poly characters in true 3d environment), Killer Instinct
(2D fighting game using pre-rendered 3d sprite characters and backgrounds).
Alias seems to be the hottest SGI software currently, in my estimation and also
judging by their current sales. They have the best particle systems (fire,
smoke, hair, etc) and lights (volumetric, true 3d) I've ever seen. They had
demos of full heads/bodies of hair in the form of a wig, a porcupine, and a
yeti creature. The hair has full dynamic properties (gravity, collision, etc)
and was quite simply breath-taking. I think this could be done with IPAS, but
will anyone take the challenge ….? Who knows.
Incidentally, a decent SGI system with Alias would probably set you back a cool
$40k and up … kinda brings you down to earth …. although they have a really
cool flight simulator that works great with a Reality Engine.
Ironically, Autodesk didn't have a booth (nor did Lightwave etc), but 3d Studio
probably remains the choice of most game developers 'cos it delivers most of
what you want for a decent cost. What you can't do, you fake.
Overall, it was a completely bloody brilliant show and I'd recommend it to
anyone (except accountants, unless they really want to be liontamers).
I won't blab on any more, but if anyone has questions about the show or the
game industry in general, or about "Virtua Ferrets" in particular, then I'm
sure Alan or I will ignore you completely …. (or not) <g>
Thanks for the entertaining observations, Martin! <g>
-Alan
Howzitgon? Sounds fun. Check out my msg to Allen. Did you VR?
Martin –
My impression is that where ever possible companies prefer SGI machines ( if
they can afford it) running ALIAS. The rendering time is much much faster than
the equivalent image in 3DS. ALso I have heard companies claim that their
artists can build images quicker in Alias and one that are more life like.
Judy
Thanks for the summary. Did you do any of the VR shows at the hotels (not sure
which…Luxor??)?