GTB Après, c'est juste mon expérience. La compil des shaders je l'ai, au pire, une fois au 1er launch. (il y a 1 Heure)
GTB Je ne suis pas DU TOUT joueur pciste main dans le cambouis. Je dl, je lance, je paramères quelques minutes au pire et roule. (il y a 1 Heure)
GTB @face2papalocust: De base les paramètres sont à peu près corrects. Après, oui tu paramètres selon tes préférences...un peu comme sur consoles quoi. (il y a 1 Heure)
face2papalocust Rien que la compilations des shaders à chaque mise à jour de pilote quand tu viens des consoles c'est une misère,on est encore loin du confort console. (il y a 6 Heures)
face2papalocust @GTB: Ba oui bien sûr tu lance tout les jeux,aucun soucis,pas besoin d'aller dans les options tout est automatique et impeccable. (il y a 6 Heures)
GTB @face2papalocust: Jamais eut à bricoler quoique ce soit. (il y a 6 Heures)
face2papalocust @CraCra: je te rassure pas alors c'est toujours la mierda et t'es toujours entrain de faire le bricolo. (il y a 6 Heures)
Driftwood Il est de nouveau possible de télécharger les vidéos sur le site. Désolé pour le mois et demi de panne. (il y a > 3 Mois)
Driftwood Retrouvez notre review de Rift Apart dès 16h00 aujourd'hui, mais en attendant Guilty Gear -Strive- est en vedette en home ! (il y a > 3 Mois)
Driftwood Nouveau live sur Returnal à 14h30 aujourd'hui. (il y a > 3 Mois)
Driftwood Rendez-vous à 17h00 pour un direct de 40 minutes sur Returnal (il y a > 3 Mois)

Inscrit depuis 7491 JoursWe had a similar story with the GPU particle systems... We had a test running with a 100,000 particles being computed purely on the GPU, no CPU intervention at all. Now the Xbox 1 could do that but on the 360 they all react to the player and hit the floor and are lit, then we tried more, lots more! How about 1 milion? We aren't talking test levels or tech demos here. They are actually in the released game, and you can go and count them in the Throne Room. Most levels don't have quite that many though as only about 300,000 are normally in visible range at one time.
When thinking about the NPC and particle rendering, remember to put it into context; these are not tech demos and they represent a tiny amount of the actual graphical load Kameo puts on the Xbox 360. Each scene has hugely complex shaders on the geometry that would not have been possible on previous generation hardware, or even on the PC until recently. Almost every surface in Kameo is both normal and parallax mapped, has a detail map, is shadowed, has some global illumination and has an accurate dynamic lighting model. On top of the main model shaders, you have so many effects such as (but not all) particles, volumetric smoke and fire, instanced foliage, grass shaders, true reflections, accurate depth of field, bloom, color correction, real-time water surfaces, heat haze, and much more.
An interesting read i thought.
On a different note i accidentally pulled my VGA cable out of my 360 yesterday and when i plugged it back in (360 being on) it F'd my Monitor up .. (cries) beware of the evil 360.
Inscrit depuis 7579 JoursOn the article, the PDZ and Kameo technical comments were interesting. PDZ is a posterchild though of "Technology does not make pretty graphics".
I am too poor to own a 360... therefor I play with paper statistics. The results of my indepth scientific anaylisis determined the most important benchmark is Pi. As in The Ring of Light.