Some of those screenshots are incorrectly marked as 'PS4' in that article anyway, where they are actually the PC 'definitive edition'.
http://www.neogaf.com/forum...
Correct me if I'm wrong, but some of those screenshots in the article marked 'PS4' are actually posted as 'PC' in the referenced GAF thread.
I see them posted as a comparison between the original 2013 PC edition and the new PC 'Definitive Edition'.
"The first shots are my PC TR grabs and the second are Wonko_C's Definitive Edition stream video grabs"
"Just to be clear, Wonko_C said he/she could o...
@Maxor,
"All the efficient coding in the world is not going over come the realities of the hardware."
I don't get the point you're trying to make here!
It isn't about over-coming what the hardware is capable of! That doesn't even make sense!? It's about realizing the capabilities of the h/w, having a clear profile of performance limitations, and trying to find optimal methods for utilizing it.
&q...
Rockstar Games generally have just a few studios actively working on new projects, whilst the rest assist in development. If memory serves, the ones pushing the big triple-A's are R* North, San Diego, and Toronto/Vancouver. We've had San Diego in 2010 with RDR, Toronto with Max Payne 3 in 2011, and GTAV with North in 2013.
I would imagine we'd be looking at a San Diego announcement next, and with open-world being the 'go-to' genre of this new generation I ...
@Milruka
"Really surprised I found a monitor that could almost do 4k for under $400 bucks. Everything, especially really distant objects looked insanely detailed."
Your monitor has a physical limitation of 1920x1080 pixels, no matter what resolution you try to push through it. If your screen just so happens to work with a higher resolution feed the end result will be a 1080p picture still, but one that's been formed through down-scaling. You alw...
@Koopdogg,
"... the eye can not distinguish past just under 2k resolution"
That's not right at all, dear!
It's all about viewing distance and screen size, or rather, it's about our visual acuity and the screen's pixel pitch. Nominal visual acuity is roughly 1 arcmin, so using any screen's pixel pitch you can determine the ideal viewing distance regardless of resolution.
That said, 4k won't be...
"Your correct i retract my comment i was under the impression AMD was using it with consoles. Looks like they decided against it from what ive looked at my bad."
Both consoles already have a low-level api - Mantle is AMD/DICE's attempt to provide PC developers with a similar, lower-level API more in line with what console devs have access to.
"You don't have a beta with reduced graphics. You'd lose more file size through compressed audio than that."
Cutting down texture sizes won't give you "reduced graphics" if you're running with the same number of resources at run-time as you would in the release version of the game. Granted, it may not look as aesthetically pleasing as it could, but the effects are minimal in terms of testing the s/w. The resource management side of things w...
What about the maths?
Double a square texture's length/width, quadruple the texel count.
Considering that Rockstar have their own engine team in San Diego, the 'RAGE Technology Group', and the fact that Max Payne 3 running on 'RAGE' supported DX11, I would have thought that this news was already a given. To be honest, even if Max Payne 3 didn't exist 'RAGE' utilizing DX11 would be completely expected. I mean, you don't have an ATG if 5+ years after a new common standard is released you still haven't adopted it, let alone mastered it.
So, not only have you tried an incomplete game extensively enough to pass judgement on how the game-play pans out, but you also consider yourself skilled enough to critique the capabilities of game engine technology? Impressive!...
... and you only have 2 bubbles?! :O
Okay, well, I don't come on here often enough so I'll leave an all-inclusive, layman's answer, rather than some vague thing...
Look at how we actually do 3d graphics in general. We're essentially trying to calculate what the colour of each pixel should be based off of the properties of our scene lighting and renderables.
There are simple ways of doing it that hold no consideration for the way light behaves, and surfaces considered as nothing m...
Pretty much every iteration of a game engine is updated, even if it's hyped using "new". It's how iterative development works.
It's beyond the shadow of a doubt that Naughty Dog's engine will be more than "just higher res" assets.
If you think about it you'll see the difference between "new" and "updated" is just a matter of semantics in this context.
Just peruse the 'GDCVault' or look up 'Siggraph' presentations. You'll find hundreds of technical presentations/papers like the 'Shadow Fall' one dating back years, even decades, on all aspects of games development - not just graphics.
There are loads of folks all around the country that can't get ADSL 2, let alone fibre-optic.
So much ridiculousness in two small sentences.
This is completely dependent on the shaders and materials used for rendering - it's not something inherently tied to the Unreal Engine.
Although, SWTOR was made by 'Bioware Austin' and not the original Bioware studio in Canada, so it's still all good.
The article also lists a roundtable held by Mike Acton - now that's something I wish I could attend.
The more folks that are introduced to 'data-oriented design' in programming the better, and Mike has to be one of the best proponents of it our there. It's bound to be a great session.
Do you think Valve would officially reveal anything to the world through Powerpoint screengrabs?