 Games on Windows Phone 7 Series should look gorgeous running at 480x800 resolution. Full shader support will be added via an update after the phone's initial release, which may allow for colorful 3D titles, like the one pictured in this Microsoft XNA PR shot. (Source: Microsoft)
 Game developers can craft titles for Windows Phone 7 Series either in Silverlight or using the XNA framework. (Source: Erictric)
New device prepares to take on the iPhone for mobile gaming's crown
Mobile
gaming was long dominated by Nintendo with Sony coming in a distant
second. That was until Apple stormed onto the scene with its
iPhone and stole
the show. Today the iPhone is arguably mobile
gaming's most influential platform.
Microsoft hopes
to steal Apple's thunder when it releases Windows
Phone 7 Series phones later this year. This week
Microsoft shared some details about what gaming on the new operating
system will look like.
Unlike the Zune and Courier prototype,
which are both powered by NVIDIA's Tegra, most Windows Phone 7 Series
phones will use a Qualcomm
SnapDragon chipset that contains a GPU from NVIDIA-rival
AMD. The GPU, the AMD Z430, features a unified pixel &
vertex shader pipeline (based on the Xbox 360 Xenos
GPU).
Unfortunately, developers won't be able to use the GPU's
shaders in 3D game titles at launch. However, an update to
Direct 3D Mobile will provide this functionality sometime late this
year or early next year. Describes Microsoft's Shawn Hargreaves
in a
blog, "
The
phone supports full hardware accelerated 3D, but we are not exposing
programmable shaders in this release. Charlie Kindel summed up the
reason for that in a great article about
focus and priorities:
“We
will do a few things and do them very, very well; we are better off
not having a capability than doing it poorly. There are always future
versions.”
Instead
of programmable shaders, we augmented the existing BasicEffect with
four new configurable effects: SkinnedEffect, EnvironmentMapEffect,
DualTextureEffect, and AlphaTestEffect. These are designed to run
efficiently on the mobile GPU hardware, and I think do a good job of
providing enough flexibility for developers to create awesome looking
games, while also meeting our goals of being able to ship a robust
and well tested product on schedule.
Microsoft
is offering developers two screen resolutions -- a 480×800
(WVGA) display resolution and a 320×480 (HVGA). The HVGA
resolution will come post-launch as an update. Developers can
pick which resolution to run, and Microsoft is dictating that its
handset partners use dedicated scaling hardware to prevent GPU
resources from being gobbled up and to provide better quality
scaling. Touch input will automatically scale with whatever
resolution you pick.
For example, if a user with a
WVGA phone fires up a HVGA iPhone port on a Windows Phone 7 Series
phone with a high resolution screen, the hardware will seamlessly
scale the game up. This allows game developers flexibility and
potentially better performance. Describes Hargreaves, "480×800
is a lot of pixels! This is a great resolution for displaying text,
browsing the web, etc, but it can be a challenge for intensive 3D
games to render so much data at a good framerate. To boost
performance, some games may prefer to render at a lower resolution,
then scale up to fill the display."
According to a
separate Joystiq interview with
Xbox Live GM Ron Pessner and XNA Game Studio manager Michael Klucher,
developers will have two options for writing games -- Silverlight
(Microsoft's Flash competitor) or the XNA Game Studio and the
XNA framework. Developers can reuse assets, but they will have
to port their efforts in Java or Flash to these new platforms.
Silverlight games will be fully able to access Microsoft's Xbox Live
gaming service.
One final tidbit is that it sound like it will
be ridiculously easy to use Microsoft XNA Game Studio to port Zune
titles to Windows Phone 7 Series phones and vice versa. States
Microsoft, "Another big point is -- just like the portability
piece we've shown here -- we've done some work internally and with
some of the other Zune HD developers, and again, it's 90, 95 percent
code reuse. Literally, in an hour or couple of hours, we're taking
games that were written for Zune HD and putting them on the phone. We
can do the same in reverse. Game Studio is a really powerful platform
for portability between these different devices. We think there will
be a series of developers that will want to target both platforms and
Game Studio gives them a really great way of doing that."
While
it may be a bit of work to port iPhone titles to Windows Phone 7
Series, it certainly seems like a tempting target, given its ability
to exploit higher screen resolutions and likely larger amounts of
texture memory. This is good news for Windows Phone 7 Series,
as a lot of the iPhone's popularity has been due to its gaming
success.
"Vista runs on Atom ... It's just no one uses it". -- Intel CEO Paul Otellini
|
Most Popular ArticlesSource: Don't Worry, NSA Spies on "99 Percent" of Americans' Locations, Call Records June 14, 2013, 3:57 PM Report: Intel Delays 14 nm Broadwell, Schedules Haswell Refresh for 2014 June 17, 2013, 5:30 PM NSA Leaker May be Killed in Drone Strike Says Ron Paul June 17, 2013, 11:18 AM Report: Apple to Release Larger iPhone Screens, Cheaper iPhone for $99 June 13, 2013, 9:41 AM Just How Powerful is the Xbox One? Microsoft is Confused June 18, 2013, 11:30 AM
|