When used not as a TV, but in a typical pc/office setting, the limitations of human visual and vernier acuity would tend to suggest 4k resolutions viable right on down to 30 inch sizes viewed at just a few feet away.
Average eyesight, that is to say visual acuity, would see most folk able to resolve unique detail to around 1 arcmin of each other. Vernier acuity on the other hand can be especially problematic far beyond the visual acuity limit. We can pick out jaggies and anom...
You're probably thinking of 'screen-space reflections'.
Much of what 'Fireseed' said is correct. Specular reflections for displaying static objects are typically added using image-space lighting methods which are often generated offline (although can be done in real-time for some cost). On the other hand we have dynamic/moving objects. To have any chance of displaying them in reflections, at relatively low cost, screen-space reflections can be used to grea...
It's a common thing on the 670's, so you're the exception to the norm there.
The reference cooler along with the default fan profile often sees temps around the mid 70's. The plethora of reviews on the net show the very same thing, and I've witnessed it with mine too. Even the top end air coolers struggle to keep it below the thermal throttling point, which, iirc, is at 70 degrees C. In my case I was always planning on water-cooling it, so the temps on air...
To add to what 'LordMe' said, this isn't directly talking about C++ programming. This is referring to supporting the developers in getting their C++ work up and running easily on the ps4, and providing a targeted, rich feature-set for testing and debugging. In other words it's headache, time, and cost reduction improvements for the devs.
The other thing, SMAA, is just referring to a post-process anti-aliasing technique that provides much better filtering accur...
Seeing as this will by an attempt at alleviating cpu-side bottlenecks with the render back-end you may find you're 670 more likely to run hot than before. Where a gpu may have been starved before, it may now see better utilization.
Capping your 670's frame-rate to no higher than your screen's refresh rate may help. You have v-sync, adaptive v-sync, frame rate limiting available to you there. The latter option will allow drops to any user-defined fps. Otherwise you...
The follow-up tweet made me chuckle though. ;)
https://twitter.com/Frostbi...
As true as that may be, are you suggesting it's somehow related to the ongoing crowd-funding of Star Citizen?
If I recall correctly, for the RSI Constellation, which is a $225 ship, you'd have to put in around "40 - 60 hours" of in-game play time. The economic status may obviously fluctuate from one player to another, but I suppose you can use that as a rough basis efforts required to obtain other ships.
Considering how many external studios Chris Roberts has aiding different aspects of the project - out of necessity due to the scale and level of immersion targeted - this stretch goal being achieved really is a good thing for the game on the whole.
Looking at the size of the persistent universe, as well as the quality of the assets therein, Cloud Imperium won't always be able to rely on so many external studios helping for financial reasons. Having purpose-built technolog...
@GamingTruth,
Rather than attacking someone, you may want to do your research first. You'll see a striking similarity between Are_The_MaDNess's thoughts on the technique versus how it was actually done at ND. It just so happens I already know of such a presentation:-
http://www.gdcvault.com/pla... , Page 47
I didn't know Colin Barré-Brisebois had made a move to WB Games. He was one of the rendering guys on the Frostbite engine for many years. He's always been a great source of knowledge from his blog and tech presentations given whilst at DICE. This presentation was just as brilliant as always. Good stuff.
"today his views are not important because to me he is an old has been who thinks he is the best when his last few games have proven that he isn't even close but the man does know his tech so credit goes there "
That's all Carmack has ever been about; he's never been a designer. If he's to be weighed up against anything, it should only be for his work with technology.
@NeoTribe,
He's not a designer and never has been, so your point is pretty invalid.
Aside from the pretty good list of innovations in real-time technology and graphics he's accrued, not to mention the wealth of knowledge he has on low latency real-time development he has taken with him to Oculus, more recently you can thank him for the megatexture technology advanced in idTech5. Fast-forward several years from the idTech5 release in Rage to now and wh...
The 'GPU Technology Conference'. It's an event held by nVidia with sessions presenting various uses for GPUs spanning multiple industries and areas of R&D. Professionals from all over the world convene in the name of knowledge sharing. It's also typically used as a venue for big nVidia keynotes.
http://www.gputechconf.com/...
The DirectX 12 design is evidently similar to that of Mantle. That's going by Johan Andersson's tweet. However, there's nothing at all to suggest it's anything more than a high-level design similarity at this point. Bait articles and burden of proof. Not much else to say really.
https://twitter.com/repi/st...
Quixel's technology is looking like it's becoming one of the most valuable tools in a texture artist toolkit right now. With the charge towards physically-based materials in games this is going to be great for developers all around the world. The workflow speeds are going to go up by an order of magnitude because of this sort of thing. Very impressive technology. Wish I'd have heard of it prior to this GDC.
The future of this industry is looking pretty bright. Great moves from both Epic and Crytek.
This is actually as a amazing a deal as one could hope for to be honest, short of doing an idSoftware move and releasing UE3 on GPL.
Keeping in mind that this is access to the full C++ source and not just the game-play layer, this means it's truly a fantastic deal. It's especially so in comparison to the other AAA engines and sdk's which typically only expose access to engine systems through varying levels of abstraction - great for some, not so much for those wit...
Carmack has always been willing to vocalize his thoughts on matters he is well versed in. He will praise where praise is due, and he'll critique in kind too. Why don't you go and look through all of the things Carmack has spoken of over the years and try to pick out moments where he's truly displayed bias? Oh and by the way, it may not seem like it but there really is a difference between a biased critique/praise, and a well-reasoned, rational critique/praise.
The...
I don't suppose you'd mind providing links to some of those tests would you, please?