Es como hacer un port de PS2 a xbox, si se hace un simple port, a lo EA no hay mejoras, si se optimiza, en cambio, las hay y son muy notables.
Edit:
DemonWare Unveils Network Middleware for Xbox 360
By: César A. Berardini - "Cesar"
Jul. 28th, 2005 10:36 am
DemonWare announced today that it is providing support for the Xbox 360 and multiplayer titles being released on the platform. Having worked closely with Microsoft for the last 6 months on the 360 dev-kits, DemonWare is the first network middleware company to offer a full next-gen solution to developers and publishers for networking and all technical aspects of online gameplay.
"The future is online and DemonWare is helping Microsoft and the game development community get there faster,” said Tracey Frankcom, Program Manager, Xbox Tools and Middleware. “We are convinced that the first Xbox 360 titles will set new standards in the online experience and DemonWares’ groundbreaking network middleware will play a big role in that.”
“We are very happy to be supporting the Xbox 360 platform from launch. Studios will be able to get up and running fast and deliver even greater online experiences utilizing the power of this new console”, said Sean Blanchfield, CTO DemonWare.
DemonWare provides a complete range of network tools for studios and publishers working on multiplayer titles. DemonWare Netcode is widely regarded as being the most developer-friendly network middleware available and is being used in a number of AAA titles being released across all console platforms in 2005.
DemonWare Core State Engine Features Include:
* NAT/Firewall Traversal: state-of-the-art techniques to negotiate complex routing setups
* Compatibility: Supports Havok, RenderWare, SN Systems, Codewarrior.
* Integrate Anytime: incorporate at the beginning or the end of your development
* Voice: supports all in-game communications
* Packet Amalgamation: avoids header/payload ratio inefficiencies
* Reliable Messaging: switch reliability on or off at a fine granularity and configure acceptable delivery timeframes on a per-message basis
* Bandwidth Arbitration: ensures smooth network play for users
* Encryption: secure communications with low overhead
Network Specific Features Include:
* DemonWare P2P (Peer-to-Peer)
# Framework for synchronized simulation
# Latency compensation
# Automatic host migration
# Support mid-game joining
# Supports prediction, extrapolation and interpolation
# DemonWare CS (Client Server)
* Client-side prediction
* Delta compression
* Extrapolation and interpolation
* Selective updating (LoD, BSP)
* Interpolation breaks.
Edit 2:
Square Enix Ltd. announced today that their upcoming Xbox 360 version of their hugely successful multi-platform MMORPG will be on show to the attendees of the Games Convention in Leipzig, Germany, which runs from August 17-21.
Presentations will take place at both Square Enix's own stand, situated within the NGL Gaming Arena, and at Microsoft's Xbox stand. European gamers will get their first look at the next generation gateway to the world of Vana'diel where 500,000 other players from across the globe already adventure.
At the Square Enix stand, there'll be FINAL FANTASY XI characters created specifically for the show, and gamers will be able to explore some of the fantastic areas within the game.
Mas imágenes:
http://screenshots.teamxbox.com/gallery/1178/Final-Fantasy-XI/p1
Edit 3
:
Seguramente tendremos otro Fatal Frame, es decir PROJECT ZERO
De IGN:
July 28, 2005 - In a recent interview with Japanese website IT Games, Tecmo Games Producer Keisuke Kikuchi revealed that plans are already underway to continue the Fatal Frame series on the next generation of consoles.
Though he didn't specify which next-gen systems he was referring to, history points at a likely PlayStation 3 and Xbox 360 release -- as the previous three games all begun as PS2 titles before being ported over to the Xbox later on. The possibility that the next game could also appear on Revolution should definitely not be ruled out, either.
No other information regarding the next Fatal Frame was given, but we'll keep updated should that change.