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  </channel><item rdf:about="http://www.noiseheatpower.com/wipeout.htm">
    <title>the future is now!: creating a world for wipeout on playstation</title>
    <dc:date>2008-10-12T22:04:09+00:00</dc:date>
    <link>http://www.noiseheatpower.com/wipeout.htm</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["From Liverpool 1995, to Nevada 2035, to a PlayStation somewhere near you. Once upon a time, I helped to write the world of WipEout." Nice article from the writer who helped write a lot of the texture and world for Psygnosis' Wipeout. Glad that writing like this is still somewhere, even if it's in the furthest recesses of fansites.
]]></description>
<dc:subject>wipeout psygnosis writing games</dc:subject>
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    <title>Inside the Digital Foundry: WipEout HD's 1080p Sleight of Hand</title>
    <dc:date>2008-10-02T12:00:11+00:00</dc:date>
    <link>http://insidethedigitalfoundry.blogspot.com/2008/09/wipeout-hds-1080p-sleight-of-hand.html</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["Basically WipEout HD is the first game I've come across that seems to be operating with a dynamic framebuffer. Resolution can alter on a frame-by-frame basis. Rather than introduce dropped frames, slow down or other unsavoury effects, the number of pixels being rendered drops and the PS3's horizontal hardware scaler is invoked to make up the difference." Interesting - and technically fascinating - post on Wipeout HD's dynamic framebuffer, used to keep the framerate at a rock-solid 60fps at the expense of horizontal resolution
]]></description>
<dc:subject>sony ps3 programming graphics hidef hd wipeout framebuffer</dc:subject>
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