I don't think Unreal Engine will use PS4 to its limits. Just wait for Sony Santa Monica and Naughty Dog.
Why the HECK people are interested in 4K is beyond me. Do you sit 10cm away from your 42 inch TV? Talk about overkill. All those extra power needed to fill up those extremely unnecessary pixels can be used for other much needed real-time rendering improvements, and even whole frames.
An increase in % of sales is good news, but the number of sales is more important:
If you are selling 10000, selling 1000 more would only convert to a 10% increase.
If you are selling 1000, and begin selling 2000, that's a 100% increase right there, but you are still 8000 short of the original scenario.
What?? Joakim was a Swedish guy and not a CG character? Wow. /s
I'm still at a loss at how people claimed it was CG.
This is cool, but I'm not sure how to name trophies.
"More disk activity" trophy awarded!
Also, the system has to be deterministic. I have no idea how they can make this at all. Kudos to engineers if they can bring this idea to life.
Yes, it will work, and the fidelity will be even higher.
-Alpha: Maybe the video taunts are reserved for people in your social circles and people you have in your list, like your full name. I am hoping so, because I don't think I want to be "omegled".
There hasn't been an official statement about clock speed, has there? The 1.6 ghz information is based on the dev kits, but I seriously think they may well do a bump to 1.8, along with a 100mhz inrease on the GPU cores?
I've just seen it in action and they use the faceworks tech :)
I'd almost go for a cheap shot likening the title to author's "love life", but I'm not that kind of person.
These provide the ground-work for the next generation visuals with fully interactive worlds. So I think they do serve a purpose.
I think they have done an extremely good job, the eyes hold even when zoomed, tho I haven't seen it in action.
(Comparing the eyes to the Nvidia faceworks demo, they trump the Nvidia demo)
The game looks friggin' superb, if they can match it in the final product.
FYI, that wasn't Kojima, but a hologram rendered using Fox Engine. The engine is that powerful.
-To the folks who thought Joakim was CG.
It would be too courageous to pull a riddle like that, even ushering the five ninety is a risk on stage, as parts of the announcement may be mischievously edited to etch the wrong price in *some* people's minds. It may sound silly, but it may even affect sales. They wouldn't let that happen.
I know every company does it, but obvious differences to make the list grow and look populated still gives me chuckles:
Uses Wii U gamepad
Uses Wii U accessories
Sure, it may reduce the confusion for Wii users who think they can buy the gamepad for their Wii 1, but it is still amusing nonetheless.
That would create too much confusion, at what point in the game do you require what feature that creates what kind of a dead-lock in the game because PS4 controller does not provide the rear touch or the point-and-shoot camera? I don't think it would be an officially supported feature.
I understand your point, that said, this trailer showed too much of that scripted play. In Uncharted for example, you play a good deal before you get into a cut-scene or scripted event. This is like, shoot two guys, go into script, shoot 5 guys, go into script.
Worst input you can give during a scripted scene causes you to die and start over the same scripted scene, the gameplay wants you to behave in a very specific manner. It's not like "This time I will use the le...
I haven't played the single player in any Battlefield games, more than 5 minutes. I don't think this will change for BF4. I don't care how big explosions they can show me in the SP. All I care about is the MP. I think they better focus on MP and sell it for 45bucks instead of 60. Anyone who wants the single player can pay, let's say 30 usd, or 20usd if they already own the MP. :=)
Uh oh-Guitarded pretty much said the same :)
True, and what these real-time engines provide is, you get very fast iteration times, no more moving an object in the level and need a re-calculation of baked data for that section (most of the time the whole level would have to be re-baked, say, even if you slightly nudged a statue to the right.)
Fast-iteration times = cheaper development.
Yeah, I even did a 1:1 re-make of boulder dash, tho nobody played (wish I could say "lol" :) ). Took me countless hours, basically you have to parallelize a simple game algorithm to work in an object oriented model, in a way that things don't go haywire.
Shameless plug:
http://lbp.me/v/0jny7h