OK this is just a rumor, my bad! But its still a possibility....
PS4 Exclusive Rime Delayed To 2016? Another games delayed.
I kind of figure this would happen. Rime does favor Zelda Wii U's graphic art style.
Rime Might get over-shadowed by Zelda Wii U if they release it close to it.
Edit: From the article
The game’s art style and overall vibe seemed reminiscent of titles such as Ico, Journey and Legend of Zelda: Wind Wak...
Deceitful.
Lies.
Cheated.
What you fail to realize Mr joeorc is that X1's compute system and hardware features are theoretical on paper. So, a lot of those features are still in the testing phase with MS new API(dx12). This is probably the reason why we haven't seen any proof of the X1's power. Well, Once Dx12 is completed we'll see the real potential x1's processing power.
Plus, keep in mind that MS's engineering blue print for the x1 were stolen when they got hacked. The hac...
Yeah the middle eastern fighting style is interesting.
I think Namco should make a African fighter...I picture him using his sharp teeth as a weapon.
So sad!
I can clearly see where this is heading. The desire to make games has shifted in the gaming industry b/c of DLC. I notice some Devs are putting more focus in making DLC than developing their game.
WOW! The Color-Corrected Nathan Drake looks amazing. The pores and imperfection on his face are freaking amazing.
@Kingdomcome247
You're welcome man.
what is he mentioning in the article about the two lanes the Xbox One has that are significant and unique?
Its a another compute system design to talk to the memory more efficiently. One channel help reduce latency by increasing the bandwidth of the DRAM memory. The other channel speed up the read/write data processing to the RAM.
Well, according to this article, PC's gpu and PS4 have one data channe...
Tech talk can be a bit confusing to some so I'm going to explain what HSA is.
HSA help speed up computation between GPU/CPU/RAM. One of the main function of HSA is to write the data once instead of the same chuck of data sent back and forth to the CPU/GPU/RAM over and over again. This reduce communication latency between the CPUs, GPUs and other compute devices.
With out the HSA compute system embedded in the hardware the GPU/CPU will run on separate dat...
Good read.
Based on this article, tiled resources is the key to making DX12 work more efficiently. The reduction of textures memory size sent to the ESRAM will help in a big way. I guess that what the decoder LZ77-compression suppose to do.
@Bigpappy
Xbox gains in the 200-300% range. PC up to 600% on AMD. I only heard him talk about PC in that statement(600%), not for xbox one.
If my memory serves me correctly, I don't recall Brad saying that on the The Inner Circle Podcast. If I'm wrong can you point me to where he said that on The Inner Circle Podcast.
Some sites tend to twist information around. I want to hear that from the horses mouth.
4151d ago 2 agree0 disagreeView comment
In regards to brad waddell interview he stated that DX12 will give existing and newer GPU/CPU a 400% - 600% boost in computations. There were no mention of the x1 in his statement so I guess he was referring it to PC which makes a lot of sense b/c PC doesn't have the ESRAM issues like the x1.
I guessing with DX12 the x1's esram is going to be put to the test hard. The the increase of data streaming to the esram might complicate things. I could be wrong. we'll have...
From the article:
it’s clear that DirectX 12 has a lot of potential in the right hands.
I only have one concern regarding DX12. Will it be easy to develop game on DX12. I asked this question b/c some devs are struggling with DX11 which utilize less cores than DX12.
Plus, Its been said that some games are developed with DX9 for xbox one.
Hopefully, GDC can clear that up for me.
@yarbie1000
That's what I want to hear. Talk is cheap. 1000 light source is a dream come true.
Lets see some DX12 games running on the x1.
Of course multithreaded is something devs have been dancing around with for years. But Like you said its only been done on one core. Regardless, working with multithreads is not as easy as you think. There many ways to approach it. The code be be simple(easy) or complex. Just depend on the complexity of what the devs is trying to achieve. correct Synchronization is hard as well. Bottom line: devs are going to have to approach things a lot different with DX12.
I don't beli...
I agree that DX is an industry standard, and many devs will use it. But DX12 is a different ball game compared to older API. Working on multithreaded or creating individual threads codes can be complicated.
I really need more info on how DX12 works to commit about it efficiency. If DX12 turn to be a headache for them than I think some devs will Rush making their games.
MS just needs to keep pressing forward with proving us our ubiquitous future.
May seems like a legit release date to me. E32015 is going to be packed with jrpg/role playing game. releasing it after E32015 could be risky.
Yeah I was thinking the same...all talk is about DX12. I'm really tired of hearing about DX12's benchmarks b/c they aren't 100% accurate. And, benchmark don't tell you the best way to use the GPU/CPU.
I want to see some Dx12 game running on the x1.
How efficient is DX12 when it comes to building a game from ground up in a timely manner?
Does DX12 saves devs any time? If so..how much?
Its been said dx12 will do 90% of the work...
How?
Bottom line: there's only a hand of devs that will make use DX12 to its fullest potential.
Thank you info. I really like Rime.
I can definitely see Rime running on project morpheus.
Can't wait to hear more.