More Info
Here's, I guess, the full-length demonstration, and it's on the Intel stage. It's the same movie as the URL above, but this one has some kind of introduction before the scenes from the above link, and a little more footage of after the demonstration.
More Footage
We also have an article from "ars technica" about the new and upcoming developer: Remedy.
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Developer Remedy shows off quad-core gaming goodness
9/29/2006 12:51:58 PM, by Jeremy Reimer
With the move from single-core to dual-core processors well underway, and the imminent arrival of Intel's new quad-core processors, the push is on to find applications that will take advantage of all this multiprocessing power. Historically, games have been at the vanguard of demonstrating the power of new systems, and the move to multiple cores is no exception to this rule. While many developers have expressed frustration with the difficulty required to develop multithreaded games, others are more eager to jump on the bandwagon. One such developer is Remedy, who showed off their upcoming title, Alan Wake, at the Intel Developer Forum being held in San Francisco.
The demo was staged on a quad-core "Kentsfield" (Core 2 Extreme QX6700) processor that had been overclocked to 3.73 GHz. The game was described as a "psychological action thriller," and it did not lack for action. One of the major features of the game engine is a dynamic world renderer that has no visible seams or loading boundaries. To show this in action, Remedy employee Markus Mäki began a new game and immediately pulled back the camera a great distance, panning around the world in a manner usually only seen in tourism videos.
The world was not just a beautiful but static painting, either. Dynamic weather effects and volumetric lighting made the world seem much more real. A tornado was unleashed on an unsuspecting small town and objects were thrown around in a swirl of destruction.
How did quad cores make this possible? One core was devoted entirely to preparing scenes for delivery to the Graphics Processing Unit, or GPU. Another core spent all of its time working on physics calculations. A third handled internal game logic, with the fourth available for sound processing and other miscellaneous tasks.
The game looked extremely impressive, delivering a definite "next-gen" experience. Consoles such as the Xbox 360 that contain three CPU cores (and also the PS3, with its asymmetric design featuring a single core augmented by several smaller processing units) will also be able to take advantage of games that use multiple threads in this manner. As developers gain more experience dealing with the headaches of multithreaded programming, and dual and quad-core processors become more and more common, look for gaming to take a significant leap forward in terms of realism and graphics prowess.
The process is not easy, but the rewards are clearly great. Once a game is multithreaded, it automatically takes advantage of more cores, so developer should be able to ship a game that will run on single, dual, or quad-core CPUs, but perform better the more cores the user has. Unfortunately, writing multithreaded code is still more difficult than traditional single-threaded programming. Developers have to worry about issues such as race conditions, where two processors are modifying the same bit of memory at the same time without locking it, but overzealous use of locking can lead to deadlock conditions where each processor is waiting for the other one to release a necessary resource. However, developers that can handle these issues will have a major advantage in delivering games that really shine on the next generation of hardware.
( Article source
here )
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Cleric "Cosmic" Vor'soth
CoT/MG Cosmic/HCA-3/SL/Drill Squad/Tadath/VEA/VE
[OPE][OTH][OPA][EW1][CDS][IH][GS][LM][SoS][CRoM][CoH][PoC][MSM][SCP][SoA][IOC]
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Cleric "Cosmic" Vor'soth
SL/KPR Cosmic/Lion 1-1/Lopen/VEDJ/VE
[VP][WoS2][KC1][SoY][EoP][OAK]
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[This message has been edited by
Cosmic
(edited October 21, 2006
2:29:18 AM)]