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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

The field of view and the resolution are functionally independent from each other, so there won't be any change there. If you glance the edges of the picture-pairs you'll notice the perspective projection's view angle is the same in both.

4348d ago 0 agree1 disagreeView comment

In what way do those "screenshots show off the game's physics engine"?

A physics simulation is inherently temporal, so we can't really infer anything from stills.

4349d ago 2 agree0 disagreeView comment

They're only just 2 years in now. It's going to be several years from now before we get the full release.

This is the best anyone has for the time-being:-

http://starcitizen.wikia.co...

4349d ago 2 agree0 disagreeView comment

Nice bias from the author there. Always nice to see that from inadequate research. That's how it goes I suppose.

There was actually a poll held on the website recently which asked backers if they still wanted stretch goals, because, essentially, they are running out of ideas for them.

It's not a case of them adding weird stretch targets to entice people to pledge, it's actually vice versa with CiG having to come up new goals because the money keep...

4349d ago 7 agree3 disagreeView comment

"Hell even a ND programmer tweeted recently he prefers 30fps over 60 for this very reason."

Was it really a programmer that said that? :/

I only ask because every programmer I know and/or have worked with would not choose rendering at 30fps over a solid 60fps, should nothing extra be done with that maximal 16.6ms available render time and given absolute image parity between both. The successive hits to latency and responsiveness would be the biggest...

4349d ago 2 agree2 disagreeView comment

It doesn't cost this much to achieve what they were intially after. As a matter of fact it's more the vice versa. See, the funding isn't coming from donations on Kickstarter - that stopped over a year ago. This money comes from people 'backing' via purchases in the shop; ships of different types and sizes, huge multi-ship packages, merchandise sales, etc. The devs have stated their surprise at how much support they've been getting, and the amount money people are willi...

4350d ago 3 agree0 disagreeView comment

It's only been in development since 2012, and it's expected to have the official full launch by 2016. That's only 4 years, which, all things considered, is pretty typical for games of this scale.

It will probably seem like a long time to folks because being crowd-funded has allowed for transparent development right from the start. A publisher-backed triple-A title would typically see a year or so of development pass by before we'd see a title announcement, let...

4350d ago 5 agree0 disagreeView comment

Reminds me of the style 'Two Steps From Hell' use with their compositions. It's that epic-fantasy vibe. I like it.

4350d ago 0 agree0 disagreeView comment

Bah, messed up my edit... new edit:-

DIScontinued*

;)

4351d ago 1 agree1 disagreeView comment

I'd also suggest the oft-recommended 'Scythe Gentle Typhoon' myself (namely the Ap-14 or Ap-15). Unlike the Noctuas there are no PWM versions mind, so that may be a detractor for some; however, with classic voltage control it becomes only a minor gripe. The biggest hiccup is probably their price, but that aside I recall them topping all other fans in most independent tests done back in 2012/2013.

Edit:- Seems they've been continued after some business bust-up ...

4351d ago 2 agree0 disagreeView comment

Unless the viewer doesn't know what a 'tech demo' actually is, I don't see how there can be confusion. Also, a 'tech demo' generally targets developers; whether AAA, indie, or hobbyist.

I mean, it's a demonstration of all or a subset of what can be done with given piece of technology given the conditions shown within the demo itself. People (normally developers) will have to critically deconstruct what they're seeing in a 'tech demo' to...

4370d ago 1 agree0 disagreeView comment

As correct as you may be I think Carmack will be well aware of the legal boundaries here, especially with his strong advocacy of open source and his opposition to patenting.

There's the whole 'Carmack's Reverse' stencil shadow volume technique patent issue from a decade back, and the unique stance of idSoftware to release their previous engine under GPL with every new engine iteration, so Carmack is clearly clued up on such matters. I can't see him allowin...

4370d ago 2 agree0 disagreeView comment

At least try to draw a separation between developers and publishers; one does the heavy lifting whilst the latter holds the purse strings.

4375d ago 1 agree0 disagreeView comment

The lack of C&C's 'Hell March' from this list saddens me.

4379d ago 1 agree0 disagreeView comment

Well, actually it is *our* problem.

The need for higher frame-rates in VR is a necessity realized from constraints with our physiology. There is an across-the-board consensus on this matter within the industry too. There's no avoiding it; it's a fact.

4379d ago 2 agree2 disagreeView comment

I don't even know what an "overestimated" game is, but that won't stop me deeming this article, list and title just... well, just terrible. I don't quite understand why this is on 'News For Gamers'.

4382d ago 1 agree0 disagreeView comment

Unless you think 'Oculus Rift' is the name of the company (it isn't - 'Rift' is the peripheral) and that Facebook wants to sell them (they don't), I don't see what this has to do with Microsoft!?

4384d ago 10 agree4 disagreeView comment

There's a treasure trove of information out there to use in the march forwards, and not just in rendering but in all other relevant fields too.

In general, game developers are quite open to knowledge sharing as well, which plays a big part in why the industry advances the way it does. Film studios like ILM, Sony Imageworks and especially Disney Pixar also put out some fantastic research that often paves the way for future game technology (e.g. physically-based rendering R...

4384d ago 0 agree0 disagreeView comment

@SuperBlunt,

Regarding the need to "optimize", what are you on about?

Why do you think Corrinne wouldn't have to "optimize" any more? Also, why do you think "work" and optimizing are separate things, when in reality the ability to know how and when to optimize come under the umbrella of 'work' anyway (especially in this field)?

4384d ago 2 agree1 disagreeView comment

@Neixus,

That's why we use different compression and decompression methods/algorithms for handling all kinds of data; be it textures, cinematics, audio, animation clips, etc. We would struggle to fit any of it on physical media or in memory otherwise.

4384d ago 4 agree0 disagreeView comment