Blackninja @Driftwood: surtout que derrière il va certainement y avoir Majora et Twilight (il y a 2 Jours)
Driftwood Comme avec Black Flag, qui ne reprend pas le système RPG des derniers AC, ni même leur approche du combat. Ils ont retravaillé le tout mais sans trahir l'intention de base. (il y a 2 Jours)
Driftwood @Blackninja: ils vont forcément refaire le monde entièrement pour qu'il soit plus grand et plus intéressant à explorer. Il y aura donc des ajouts mais pas de modification de l'esprit du jeu. (il y a 2 Jours)
Blackninja @Driftwood: Oui il peuvent faire un simple remake boosté comme Starfox mais il ya quand même pas mal de chose à corriger. (il y a 2 Jours)
Driftwood @Blackninja: je doute qu'ils osent modifier ce genre de choses, car le jeu original n'était pas construit sur de telles mécaniques. Avec un remake, tu dois penser aussi aux fans de la première heure. (il y a 3 Jours)
Blackninja @Driftwood: C’est sûr que la plaine de nos jours en 2 min 30 tu en fais le tour. Tant qu’il n’y a pas d’endurance et d’armes qui cassent 😡 (il y a 3 Jours)
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 6985 Jours@rayy - i thought the facial animations in all the ME's, regardeless of the time they where released, where pretty shocking tbh. they all where too lifeless, but you kinda let it slide becasue there are SO many NPC's.
Inscrit depuis 6468 JoursPrepare To Drop!!
Inscrit depuis 6985 Jours
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Inscrit depuis 6468 JoursPrepare To Drop!!
Inscrit depuis 6985 Jours
Inscrit depuis 7700 JoursInfamous on PS4 also had fantastic facial animation and although the Quantic Dreams trailer looked impressive as well it isn't up to par with QB and Infamous. Which is sad, because Quantic Dreams should have the best facial animations considering the directions their games take.
the only tyrant I accept is my inner voice [and my two kids ;)]
ultimate gamers threat: "Watch it, or I'll spoil you all!"
Inscrit depuis 6216 Joursadd me on steam: scoobs18@gmail.com
add me on PSN: scoobs0688
Currently playing: Counterstrike:GO, Skyrim, WoW:MoP, SC2
Inscrit depuis 7453 JoursNow as for Quantic Dream, their games are usually quite scripted so they may not be the best studio to look for actual real-time gameplay at that graphic level. Let's watch and see how that one develops.
Inscrit depuis 7473 JoursHalo Reach using 360 tesselation unit extensively.
Hironobu Sakaguchi is coming back to reclaim the throne :)
Seeing it in motion on your HDTV, will blow your mind!!
Don't ask any questions just shut up and buy Halo : Ghosts of the Onyx one of th
Inscrit depuis 6985 Jours
Inscrit depuis 6468 JoursNow as for Quantic Dream, their games are usually quite scripted so they may not be the best studio to look for actual real-time gameplay at that graphic level. Let's watch and see how that one develops.
Prepare To Drop!!
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Inscrit depuis 6106 JoursSo how could Microsoft's own internal tech teams have underestimated the capabilities of its own hardware by such a wide margin? Well, according to sources who have been briefed by Microsoft, the original bandwidth claim derives from a pretty basic calculation - 128 bytes per block multiplied by the GPU speed of 800MHz offers up the previous max throughput of 102.4GB/s. It's believed that this calculation remains true for separate read/write operations from and to the ESRAM. However, with near-final production silicon, Microsoft techs have found that the hardware is capable of reading and writing simultaneously. Apparently, there are spare processing cycle "holes" that can be utilised for additional operations. Theoretical peak performance is one thing, but in real-life scenarios it's believed that 133GB/s throughput has been achieved with alpha transparency blending operations (FP16 x4).
Inscrit depuis 8278 JoursOne is that, when a developer has had to patch a game on Xbox 360, MS wanted to charge them $10,000 to do so. Which naturally turned off a lot of developers, understandably so.
They are dropping the $10,000 fee, and making patches to games free for developers. The explanation for having the large sum, was to make developers have all their ducks in a row,
before releasing a game. You can judge for yourself if that plan worked. Although I can see MS's point. They should have allowed 2 or 3 patches for free, then perhaps started charging
after the 4th or 5 patch.
The other fact is that Xbox ONE won't ship with a headset... but it is being rumored on IGN, that Xbox 360 headsets, and compatible headsets will work on Xbox One with an adapter.
This is a nice move on MS's part... or rather... a duh? That is the way it should be. Now if we can get legacy Xbox 360 steering wheels to work on Xbox One.
Maybe after the media/PR fiasco of E3... MS's arrogance is being deflated with common sense. We need two strong rivals in the console wars...
The consumer will benefit from a more balanced offering... not a lopsided/one sided win by Sony.
I'm still hoping to go with both platforms at launch. No my question will be what game to get with what system.
Inscrit depuis 6216 Joursadd me on steam: scoobs18@gmail.com
add me on PSN: scoobs0688
Currently playing: Counterstrike:GO, Skyrim, WoW:MoP, SC2
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Inscrit depuis 6106 JoursOn current gen consoles (512mb ram) we would be lucky to have 200mb available for art at any one time. That means 200mb per load. Some engines like GTA or Red Dead constantly stream data, (no load screens) but there is still only about 200mb loaded for art at any one given time. When I say art I mean all the environment meshes and textures, vfx, characters, vehicles, 1st and 3rd person weapons, light maps, custom skins etc...Audio would get around 75mb, UI around 10mb and the rest of the memory would be spread out through dozens of other systems. Each engine is different but from my experience 200mb has been pretty standard for art.
Now over half my job is figuring out what compromises I need to make between what I really want to put on screen and what is technically possible to put on screen in 200mb. We take a piece of concept art and mentally chop that up into repeatable modules that become our set dressing and props. We want to make everything you see unique and high resolution but this is not possible because we have a tight schedule and we are limited by that 200mb gate. (More on the schedule later) To make things more complicated, we need to pre plan for worse case scenarios when designing environments. We need to account for times when every player is on screen, all shooting and throwing grenades, spawning blood splatter vfx smoke grenades, rocket trails... We can't just make a scene run at 30 fps in isolation and call it a day. We need to leave room for a cluster of intense gameplay to happen on top of the scene. This further eats into our vision.
This 200mb limit has been the gate for realtime 3D graphics for the last 8 years. PC exclusives are free from that gate but if it was cross platform that gate effected that art team even if they had high detail mode on the PC version.
The point of me explaining this to you is to illustrate how much more room we now have on next gen systems and how that gate will be pushed up to around 3gb. It could be a bit more or a bit less but that's my estimate. You may be asking why I am not saying 4,5,6,7Gb. This is where the schedule comes into play. It is simply not possible for a team of 15 artists to fill that much RAM full of art data on our tight schedules even if it is available to us. Instead of hiring more artists, studios start outsourcing to churn out more content. Some studios crunch for months filling up 200mb worth of detail. Imagine trying to fill 4,5,6 GB worth of data. Now factor in the state of the industry. Game staff is constantly getting laid off. Publishers have a hard time making profits on all but the biggest franchises. If we don't find ways to create a constant revenue stream (dlc, microtrans, mmo subscription), or limit used games and stop piracy, studios simply cant pay a staff to utilize all this extra RAM. You need staff to stay, to become senior and to know the tools inside out. Artists jumping from studio to studio from layoffs creates a brain drain and ultimately hurts the quality of games. It can take a new artist 6-12 months to fully ramp up on all the tools and custom tech and become proficient. This is a huge inefficiency in the games industry and hurts the final product. This is one reason I support What Microsoft is doing. They understand this vicious cycle and are trying to improve not only games, but the industry as a whole. I'll get off that soap box now. I hope you get it.
Back to the fun stuff. If a game like Gears of War can look good using 200mb, imagine what we can do with 3gb. That is just an unbelievable amount of resources for us to play with. I don't have to sacrifice the concept artists vision any more. I don't have to burn the time and effort making compromises any more. It is much harder to constantly optimize assets than it is to build high resolution from the get go. 3gb is almost enough resources to skip the compromise phase entirely. This makes my job so much more enjoyable and also gives players more immersive worlds to explore.
But...we are not there until developers stop supporting current gen consoles. This is why console games keep looking better and better each year. As we drop the current gen SKU's we can now focus entirely on the next gen without the 200mb gate of current gen. If you think those launch titles look good, just wait to see what is coming in the next 5 years.
Inscrit depuis 6985 JoursOne is that, when a developer has had to patch a game on Xbox 360, MS wanted to charge them $10,000 to do so. Which naturally turned off a lot of developers, understandably so.
They are dropping the $10,000 fee, and making patches to games free for developers. The explanation for having the large sum, was to make developers have all their ducks in a row,
before releasing a game. You can judge for yourself if that plan worked. Although I can see MS's point. They should have allowed 2 or 3 patches for free, then perhaps started charging
after the 4th or 5 patch.
The other fact is that Xbox ONE won't ship with a headset... but it is being rumored on IGN, that Xbox 360 headsets, and compatible headsets will work on Xbox One with an adapter.
This is a nice move on MS's part... or rather... a duh? That is the way it should be. Now if we can get legacy Xbox 360 steering wheels to work on Xbox One.
Maybe after the media/PR fiasco of E3... MS's arrogance is being deflated with common sense. We need two strong rivals in the console wars...
The consumer will benefit from a more balanced offering... not a lopsided/one sided win by Sony.
I'm still hoping to go with both platforms at launch. No my question will be what game to get with what system.
Inscrit depuis 8278 Jours
Inscrit depuis 7581 JoursIt's good that they're reducing the cost on the developer side. There's not really any reason to spin this into a negative. Do they require publishers on XBLA? Yes. That's why there are so many MS published titles.
Now that they started to port them to Steam, I don't care :D
Inscrit depuis 7473 JoursAnd that memory performance info is fantastic news. :)
Halo Reach using 360 tesselation unit extensively.
Hironobu Sakaguchi is coming back to reclaim the throne :)
Seeing it in motion on your HDTV, will blow your mind!!
Don't ask any questions just shut up and buy Halo : Ghosts of the Onyx one of th