Tag Archives: Nick Burton
Thu, Mar 31, 2011 | 03:34 BST
Rare has only tapped 15% of Kinect’s potential
Speaking at the London’s Institute for Contemporary Arts yesterday, Rare’s Nick Burton said the Kinect Sports developer had only utilised “10 to 15 percent” of the camera controller’s power.
Sat, Sep 04, 2010 | 18:58 BST
Rare: Kinect works in small lounges

Rare has said Kinect does work in small lounges, despite claims you need to be at least six feet away from the screen for proper operation.
Fri, Jun 18, 2010 | 11:29 BST
Rare: No lag issues with Kinect

Rare has said lag is no longer an issue for Microsoft’s motion technology, which is now known as Kinect.
Wed, Aug 06, 2008 | 20:51 BST
Rare: Perfect Dark and Kameo “sold phenomenally well”
Speaking to VideoGamer.com at Develop, Rare’s Nick Burton laughed off reports of Xbox 360 launch titles Kameo and Perfect Dark Zero bombing at retail.
“One of the things that I always find funny is when people always quote Kameo and Perfect Dark Zero as being flops at the launch of the 360,” he said.
“In the industry if you break even you’re lucky, you’re in the minority. If you make a decent amount of money you’re really in the minority. You’re in the top percentile. Those two games made a lot of money. For the install base they sold phenomenally well. Kameo is still selling now.”
More through the link.
Tue, Aug 05, 2008 | 20:12 BST
360 hasn’t reached its limit, says Rare
Speaking with Videogamer at the Develop conference in Brighton last week, Nick Burton, Rare senior software engineer, said much more is to come from Microsoft’s console in terms of power and performance.
“You never can push them as far as they can go,” he said. “The reality of the peak performance of the console is yes, you could look to a generation beyond where we are now and think, yeah, I could use that power.
“But the reality is in 360 and the PS3 and the latest generation PC graphics, the amount of power in the GPUs is such that you’re more bound by your creativity and the aesthetic you’re going for than you’re really bound by polygon-pushing power.”
He added: “You’re probably actually more bound maybe by art authoring and the amount of data throughput that, just the amount of memory you’d need, but I don’t think 360 has reached its limit.”
These comments, strangely, come in the wake of a Naughty Dog dev telling Threespeech almost the exact same thing. Uncanny.
By Mike Bowden



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