Featured Post

Vectrex Mini interview - David Oghia talks up the nostalgic vector powerhouse

Having been wowed by the news of the Vectrex Mini at Gamescom , I rushed off some questions to VectrexOn's main man  David Oghia . After a post-event, well earned, break, he's kindly given us a lot of detail about the project and some new images of the unit to share.  His story mirrors mine somewhat, Vectrex represents a glowing, unaffordable, obelisk of gaming power from our youth! But he's had the energy and drive to do something about it, and met the right people to get the job done!  What first got you interested in Vectrex and what spawned the idea of a Mini version? I’ve always been passionate about retro-gaming, but my first love was computers rather than consoles — the ZX81, then the Commodore 128. I only really discovered the console world in the late 90s, which is when I got my very first Vectrex. Of course, I had seen it in stores back in 1983, but at that time it was far too expensive for me.  Today, I own five Vectrex systems at home. Vector-based games ...

NGP Vision Engine Tech Demo Up and Running

Catching up after a day out in the real world yesterday, so here's a video of the Vision Engine from Trinigy, showing off a few NGP tricks. It doesn't look all that spectacular really, but as an example of what can be done isn't bad. It looks like the original video has been pulled, so don't know how long this one will hang around for.



The trouble with tech demos is we all know how good these things look, the success of NGP won't be down to good looking games, that's expected, it is down to novel use of the NGP's interfaces and controls to produce something "new" to gaming, rather like the Wii did.

Trinigy announced its engine on NGP back in February, offering the following features:

-Optimized character skinning system for NGP– allows for efficient rendering of detailed characters with very high polygon and bone counts.

-Full support for cross-platform and platform-specific texture formats– offers a straightforward workflow and easy porting of existing content, while providing high-loading performance and platform-specific content optimizations, where required.

-Multithreading system– takes full advantage of NGP’s CPU cores for animations, mesh deformation, particle simulation, physics, visibility determination, and more.

-Highly efficient rendering– Efficient rendering system minimizes CPU load.

-Optimized shader/shader constant handling– includes full cross-platform compatibility.

-Comprehensive support for NGP’s user interface–includes multi-touch as well as support for dual analog sticks.

-Fully featured graphics technology– includes normal/parallax maps, specular maps, dynamic lighting, post-processing effects and more.

Comments

Currently playing on my Vita/PS3/PS4/PS5


Please note, As an Amazon Associate, I earn from qualifying purchases.