Uh oh...
https://yourlogicalfallacyi...
... and that's ignoring the fact that your assertion isn't even statistically correct in the first place! :P
Considering Crackdown 3 is being developed by Dave Jones' studio 'Cloudgine', and the fact that this studio was created with the initial goal of delivering a cloud computing 'service' for developers, I'd wager that there's a good chance Crackdown 3's tech will make use of Cloudgine's R&D efforts in the cloud computing field.
http://www.cloudgine.com/te...
Yes. It's on the R* official site, along with PC as well.
According to the R* site it's coming to PS4, Xbox One and PC.
http://www.rockstargames.co...
Are you finding fault with the "64-bit" part or the "textures" part? If the latter, they probably should have said "render targets". Otherwise, for the former, 64-bit render targets are standard fare. They may be used if if we need higher precision buffers for things like HDR rendering, or better depth accuracy, etc.
@SegataSanshiro,
It has always been laid out, clear as day, that ESO is a 'Zenimax Online' game published by 'Bethesda Softworks'. 'Bethesda Game Studios' didn't come into it.
I get the distinct feeling you're not an experienced programmer, nor are you in anyway experienced with game engine architecture; neither at a low- nor high-level. Why do I say this? Well, it's because I do actually spend most of my waking hours doing this sort of 'stuff', and what you're asserting is pretty *expletive* far from the truth! :P
It might be worth giving the Arena Commander 'Pilot's Guide' a read. Here's a link from the RSI site:
https://robertsspaceindustr...
As for the advanced graphics settings, there aren't any yet; although those will inevitably appear down-the-line.
Indeed. He's held in pretty high esteem within the industry, and for good reason.
@Abriael,
The effect you're seeing is called 'Vignetting', not 'Limb Darkening'. Although similar in appearance they are completely different things.
It's used with the intention of mimicking a known effect that occurs with optics in real-life.
Actually, you'd be hard-pressed to find any game that has the sum total of it's runtime executable and supporting libraries come to anything more than around 40-50MB. The odd few may go above that, though not by much (perhaps a few 10's of MB's more). You will find most of the space used up by assets and supplementary data in reality.
As for this article, it's about the developer's asset packaging methods and the changes made to them - optimizations of...
... and yet I primarily frequent this site for a run-down of the latest tech interviews above all else.
"To each his own", as the saying goes.
The great thing about a pooled news site like this is people can pick and choose what they care to read about. If you don't like technical articles just ignore them.
I'd tend to disagree with you there.
There's a substantial amount of info to be gleamed from all the 'Wingman's Hangar' and '10 for the Chairman' videos CIG puts out on a weekly basis, and certainly enough to stave off doubts on where Chris Roberts is trying to go with the project.
The current expectations are 2016 for the 'full game', so that's both the Squadron 42 single-player episodes as well as the 'persistent universe' together.
The first of the Squadron 42 eps is expected early 2015, and the alpha and beta of the PU to occur after Squadron 42, although we don't know how far after - probably nearer the end of 2015 than the beginning though.
This is based off of select quotes here and there as discussed on t...
Well, I can't say that I'm surprised to get 'disagrees' on this site. One might suggest I provide a list of references next time, but this crowd will probably find fault there too.
Maybe a publicly accessible Gamasutra article from an ex-CD Projekt Red and current Ubi Montreal staffer will help: "... It works properly with curved surfaces, waves on the water, normal maps and different levels of reflecting surfaces." [1]
Want more ref...
That's not correct at all. You use human terms like "flat" and "curved", when all 3D geometry is handled as a polygonal mesh at the end of the day. "Flat" and "curved" means nothing in this context here.
SSR is a post-process requiring the current scene already be drawn. This is where the primary limitation comes from. We need access to surface/fragment normal and depth information to determine the direction and limits for our ray m...
"Programers are Lazy"
Unless you've invested a lot of time yourself developing well-designed high performance software, which you clearly haven't, I suggest you not weigh in on matters you absolutely know nothing about.
Indeed. I can't see this being all that different to most of today's operating systems that all utilize preemptive multitasking.
A game will have to go via the OS native threads anyway, and as there's a seemingly fleshed out Windows OS running on the Xbox One, context switching threads in this manner would be expected I'd have thought.
Bots that play worse than a humans are fine, as long as they look human-like in the process. That's where the difficulty lies. It's quite easy to make a bot play and perform better than a human, but making a bot look like it's a skilled human is another matter entirely. My thesis was on the particulars of this very area.
Unfortunately it takes resources, both in terms of time and money as well as processing power, all of which are often prioritized towards other a...
It's generally pretty easy to design around providing the physics system with a lockstep/fixed delta T for updates whilst allowing for a decoupled renderer, so this seems to be a case where even the core system(s) aren't designed with the PC experience in mind. Having a variable physics update can quite literally be game-breaking if there are large fps spikes or spurts of low fps causing large gaps between each physics update. This is just a shame, and a little odd!? :P