Not sure what Sony's strategy is. I only care about the conference so I hope that they at least have a proper announcement event. If they have one planned they probably should've announced it alongside this info to soften the backlash.
@Chris12
Look at some of the early titles this gen:
-Killzone: Shadowfall
-Infamous: Second Son
-Driveclub
-The Order 1886
-Until Dawn
Would you call these enhanced PS3 titles? Now keep in mind that the PS5>PS4 will be a much bigger leap in almost every way, especially in the CPU and I/O department, which could have major effects on game design decisions. I think you're being way too pessimistic.
I completely reject the notion that people are feeling forced to buy a new console, just because their current one won't be supported any longer. That would imply that customers expected current gen consoles to be supported indefinitely. This simply isn't the case, and it won't be the case here either. There will be a cut-off date eventually. What you call "forcing" is still happening in this scenario. It'll just happen at a later date.
All you'...
Why is everyone trying to set each other up? Dishonestly uncurious.
1. More and harder bosses.
2. More enemy variety.
3. Better level / world design.
4. Differentiate the realms and flesh them out.
5. Populate the world a bit more with humans and animals and mythological NPCs.
6. Either get rid of the stat system or make it more viable to go for different builds.
7. Get rid of checkpoints in the middle of bossfights.
In terms of story I think the sequel is perfectly set up to be amazing....
Xbox Series X:
Vega's graphics pipeline was horrendously unefficient. Navi is ~1.5 times as efficient in game performance compared to Vega but "only" 1.25 times as efficient as Polaris. As far as I know the One X was based on Polaris so we should use the 1.25 multiplier from Polaris. Twice the performance of the One X would be around 9.6 TFLOP/s using RDNA µarchitecture.
The problem I have with this interpretation is that Microsofts reaction towa...
It's important to keep in mind where the rumours originated. The TFLOPS for Series X rumour came from Phil's quote:
"We wanted to have a dramatic upgrade from the Xbox One base console. So when we do the math, we're over eight times the GPU power of the Xbox One, and two times what an Xbox One X is."
If we take the One S as a baseline that gives us ~11.3-12.5 TFLOPS. If we double the floating point performance of the One X we get 12 ...
C7 coupler. So power efficiency should be great.
Those are a lot of caps. Also monolithic die confirmed.
Edit: @Wasabi: Hey! Happy new year to you, too.
That's pretty much where I am at this point. We're so close to the official reveal of all the details that I don't see much of a point in speculating about contradictory information. It was fun speculating about the potential performance level of next-gen consoles before the official info-dumps. With everything we know about the tech they've confirmed, the room left for speculation is relatively small.
Some of the information we're still missing (clocks...
After all the time they took I expected a better optimised port. The high CPU requirements are perplexing considering it originally runs on low frequency Jaguar cores.
@1Victor:
Yeah but it would require additional work to make it playable. This is raw map data without any player interaction whatsoever.
LOD refers to the geometric complexity a 3D object is rendered at. The same assets are used multiple times throughout a scene to save work-hours and RAM. If an object is rendered at different viewing distances LOD can help to reduce GPU load. That's why I call it optimisation. If the scene preforms fine without LOD you don't need to implement it.
If you have objects that will only be seen from a certain viewing distance, you can save time by not modeling a highly-de...
Again. LOD streaming of duplicated assets only matters for optimisation. This cutscene wasn't meant to maximise visual fidelity and was probably made in a short amount of time by a handful of people. Even if LOD was implemented here you probably wouldn't notice it because the game engine would stream the higher detailed assets as soon as you get closer with the camera. As for non duplicates you absolutely see assets that aren't as highly detailed as others. Those assets happen to ...
"Also, why would they render an entire Street in highly detailed 3D with multiple highly detailed LODS just for a cutscene...? "
Because that's how video game develoment works. You could do the same thing with every video game that has real-time cutscenes. There wouldn't be a reason to lower the LOD of the assets if the PS4 can easily render them in the highest LOD available for that cutscene.
Sure they could've reused some of those ...
It wasn't ready to be played. It's just the scenery from the Silent Hills cutscene at the end of P.T.
We don't have all the details yet, but from what we know it's safe to say that it'll be a much bigger jump than we've seen from 7th to 8th gen.
CPU and I/O transfer speed improvements alone will unlock game design in many exciting ways. Of course some games will simply be prettier, better performing versions of current gen games, but top tier devs will blow our minds for sure.
Sony confirmed PS4 bc in the wired article.
The way I interpret the info you linked is that they are still working on the feature as we speak, which shouldn't be a surprise considering the console-release is almost a year away. If everything was ready they would launch the console now.
Of course you could speculate that it won't be ready at launch, but I don't see any indication of that. If it was an uncertain feature Sony probably wouldn...
I'm not familiar with that. Is that an Internet?