Project Warmonger for PSP - Quake 3 Graphics on PSP ?
Nexus Studios have posted about their new homebrew game claiming it will have Quake 3 Graphics on PSP, heres the news from them:
Well it's about well over due for a new update for
Project Warmonger for PSP. A lot has been going on in life so it's been
hard to put something together properly. In today's update I'd thought
I'd shed some light on some of the technology aspects of the game we're
doing as well as some little news updates.
We are currently in the pre-production stage but are very close to
starting full production. Right now we're working on getting most of
the kinks out of our technology side of things. Something I can talk on
right now is how the engine renders environments. Unfortunately right
now I cannot give any media of our progress but I can say that some
recent stress testing that we can render huge environments within the
engine and keep a stable smooth 60 fps and we have not even done any
proper optimization. Our goal in the end is to hit a stable 30 FPS
considering we will have lots of action going on but we will try to hit
above that mark.
If I we're to compare the environment that we testing to a current game
I would probably say take the map "Blood Gulch" from the game Halo (a
map everyone basically knows), now on its own Blood Gulch is a pretty
large environment on its own but still manages to keep everything in
sight, nothing really fades away due to short draw distance. What we're
able to render is a map approximately 3 times the width and 2 times the
height of Blood Gulch but still have everything in sight, meaning you
can look at a structure at the other side of the map and not have it
fade away or pop out. This is just the view distance, not even the
actual size of the map; we can render maps much larger, you just won't
be able to see that far, even still it's quite impressive!
Now you're probably wondering with rendering such large environments we
must be taking a great hit on the other graphical sides of things. I
can safely say that this is not the case, with these large areas we're
still able to have super sharp textures that keep detail and don't lose
detail and a reasonable poly count for models. Graphically we can pull
of a quality very similar to Quake 3 arena which for a PSP game (let
alone a homebrew game) looks darn good.
So that's what we can say right now, again what I'm saying is not final
since things can change from when we start till we finish. We are soon
ahead on starting full production, once we get the last hitches going
out then we can start hopefully mid to end of September. We're still
shooting for this year but we may have to delay, again not final but we
want to make it as best as we can before releasing it.
We hope you enjoyed this; we're trying to now be more frequent on the updates since we have been quiet for a while.
Source:
http://www.nexusclanonline.com/nexus-studios/index.html via PSP News