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C++ & ASM dev. Lover of cache hits. Loather of pipeline stalls. Data-oriented design loon!

Anonagrog

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CRank: 5Score: 34520

Do you think Valve would officially reveal anything to the world through Powerpoint screengrabs?

4520d ago 9 agree1 disagreeView comment

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...

4524d ago 10 agree12 disagreeView comment

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...

4524d ago 3 agree5 disagreeView comment

@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...

4524d ago 0 agree0 disagreeView comment

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 ...

4524d ago 3 agree0 disagreeView comment

@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...

4526d ago 1 agree0 disagreeView comment

@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...

4526d ago 2 agree0 disagreeView comment

"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.

4526d ago 0 agree0 disagreeView comment

"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...

4529d ago 0 agree0 disagreeView comment

What about the maths?

Double a square texture's length/width, quadruple the texel count.

4529d ago 2 agree0 disagreeView comment

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.

4529d ago 1 agree0 disagreeView comment

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

4530d ago 0 agree0 disagreeView comment

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...

4530d ago 0 agree0 disagreeView comment

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.

4530d ago 0 agree0 disagreeView comment

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.

4530d ago 0 agree0 disagreeView comment

There are loads of folks all around the country that can't get ADSL 2, let alone fibre-optic.

4530d ago 0 agree0 disagreeView comment

So much ridiculousness in two small sentences.

4530d ago 0 agree1 disagreeView comment

This is completely dependent on the shaders and materials used for rendering - it's not something inherently tied to the Unreal Engine.

4538d ago 0 agree0 disagreeView comment

Although, SWTOR was made by 'Bioware Austin' and not the original Bioware studio in Canada, so it's still all good.

4538d ago 0 agree0 disagreeView comment

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.

4543d ago 0 agree0 disagreeView comment