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Portal 2 Developer Commentary ch. 7 (The Reunion)

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Uploaded by on Apr 20, 2011

p2 dc c7

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Gaming

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Standard YouTube License

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Top Comments

  • Why haven't you turn on the subtitles? Olivier Nallet is freaking ununderstandable.

  • It's a conspiracy. Olivier Nallet is not speaking English. I DENY it.

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All Comments (20)

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  • @akeel456 I envy your mastery toleration. =P

  • @liamdudeeee Oh, youuu! Ima keep playing my God-awful PS3 anyway. ;p

  • @akeel456 just stating the facts :D

  • @liamdudeeee When I listened to Oliver, I was thinking "Oh, PC fanboys will love this. Income the console bashing." Then I scrolled down and WHOOAAA MAGIC!

  • @siloPIRATE he basically said. consoles suck shit balls.

  • Translate Olivier Nallet please

  • On the 360, even with a very low quality blob, we were barely within our performance budget. But we really wanted to have the same high quality blob among all platforms. Meanwhile, the code was poorly suited for PS3 SPU. We ended up re-writing all the blob code so it would take better advantage of multiple cores and SPUs, giving us quality blobs on all platforms while staying within performance and memory constraints.

  • Here’s what he says, since everyone keeps whining about it: The first implementation of the blob was integrated in the Source engine back in 2007. Over the years, the code has been significantly optimized, but was still way too slow to run on game consoles. The blob was a key feature of Portal 2, even though we did not know if we could make it work for consoles. In summer 2010, we were still considering using a completely different tech for consoles--one that would certainly not look as nice.

  • worth the wait

  • BLOB COD

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