Re: The Elder Scrolls IV: Oblivion
I'm well aware of the benefits of Dynamic Branching... I was more talking about the perceived change that gamers will get as developers move over to using it. As both Edge and I mentioned, probably the most significant change in terms of things we'll actually see in games is to do with Vertex Texture lookups (which equates, usually, to displacement mapping). I completely agree that from a dev point point of view, knowing looping/branching will be better handled is quite significant.
Dr Possible: Core 2 Duo E6400 on Gigabyte GA-965P-DS4. Galaxy GeForce 7600GT. 2GB Corsair XMS 2 DDR2-6400 RAM (CL5). ATi Theatre 550 Pro. Windows XP MCE. All stored in Piano black Antec Sonata II, with a broken door.
Mobile: ASUS M2400N, Pentium M 1.5 GHz. 512 MB DDR RAM. Intel EXTREME graphics. Windows XP SP 2 / Ubuntu 5.10.
Ridiculous DOES not have an 'e' in it. It comes from "ridicule" and has less than nothing to do with the colour red.