Jman2

Member
CRank: 5Score: 2340

It's not really a let down more than it hasn't been utilised correctly yet and likely never will be *cough* dx13 *cough* one reason is the following stated by Microsoft:

"The programming investment is significant, and debugging and instrumentation of the project should be considered from the very start: threading, synchronization and other timing bugs can be challenging."

And

"For a project that takes full advant...

3301d ago 2 agree0 disagreeView comment

@rashid @panda Nintendo console are not as difficult to develop for as any other platforms, there just inconvenient. Making assets byte order independent is not hard but it's additional work to account tfor switching from. X86 (PC, Xbox one, ps4) to power/arm(mobile / Nintendo).

Nintendo generally uses opengl although modified which isn't too difficult, standard opengl is pretty nasty to work with due to depreciations all over the API. Maybe it will use vulkan whic...

3344d ago 9 agree12 disagreeView comment

I'm replying mainly due to the disagrees you got to expand for people who may not understand why it has issues, unity engine suffers badly from optimisation, it uses hierchical pointers for its objects rather than continuous memory in a flat structure (slot map etc). It's components are also stored on the objects bloating them making it slower for traversall but nicer to code with.

The scene hierchical issue is fixable the component issue though is more design choi...

3346d ago 3 agree0 disagreeView comment

@Aenea @rain the editor and tools run on PC, the engine is probably PS exclusive but thst would slow development down alot unless they had tons of dev kits.

3351d ago 0 agree1 disagreeView comment

If the engine is data orientated there wouldn't be too much work involved, they would have to create abstract classes for vertex an idea buffers , constant buffers and texture buffers. That way they can flip the render API out . Both systems support Little endianness due to being x86 so byte order is the same. So it's not too much work really,. Just some special ps4 hardware tricks would be lost.

3351d ago 2 agree7 disagreeView comment

I'm surprised they sold it even if it was defunct, Sony bolts ours to the tables o.0, with a live hard drive even with encryption it could breach nda if any of the files get out.

3357d ago 1 agree0 disagreeView comment

The process of down sampling to 1080 is quite taxing especially since it's SSAA, this is what costs a few frames vs running on a 4k output. It would be better for 1080 to jsut render at 1080 and just have a few improvements like draw distance and particle counts etc.

3381d ago 6 agree8 disagreeView comment

@Aenea
It kind of is an upscale if your rendering at half the pixels and useing nearest neighbour interpolation too fill in the rest of the missing pixels. It depends on yoru definition of upscale, does upscale mean going from a low resolution to a higher one with filtering or does it mean faking that your rendering 4k when your not in some cases because your rendering 4k at half pixels.

3381d ago 1 agree1 disagreeView comment

From what I heard from Amazon there fulfilling pre-orderes with Back caterlouge too December or atleast that's true in Britain but probs similar case where your from. There filling orders based on when pre-orderes where given on a first come first serve basis. In the UK you can't even buy it from Amazon anymore they may re sell when the pre-orderes have been filled and new stock comes in.

I pre-ordered in July and got it today and have to say it's very fun and w...

3381d ago 0 agree0 disagreeView comment

Graphics options have never been required for console as the game is specifically engines for the hardware. Most users do not care about graphics but smoothness the only time graphics matter are during the dubed console wars, Sega does what ninten-dont as it where. However with half step consoles like the ones we are seeing now it may be a requirement, it probably wasn't the best idea to go native but with marketing restrictions the choice is limited people brought a 4k machine so give th...

3382d ago 1 agree4 disagreeView comment

This is a pretty poor argument, when developing modern engines we use variable game loops to avoid the fixed fps problem. This usually comes in the form of delta time and is around 5 lines of additional code + an addition * deltaTime where ever we need the vairble timeStep. It's not too much work for them to do it probably a few hours if that, do its more likely a design decision?

3388d ago 2 agree0 disagreeView comment

Yea brdf does make it harder to tell due to it being physically accurate well an approximation. I haven't gotten hold of unreal yet ha.

3430d ago 0 agree0 disagreeView comment

Most games look the same from unreal or unity due to them useing ubershaders or dynamic branching where you have a single shader to handle every object, this prevents switching shaders in the pipeline multiple times which can slow down the GPU. The problem with this is alot of games end up looking similar or familiar due to the fact the shaders are the same. They also use the same physics system and sound systems unless they implement there own which means things feel very similar.
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3430d ago 0 agree0 disagreeView comment

Most people probably still use DX11 because it's more stable in terms of knowledge base, we need to learn DX12 properly to take advantage of its ability to create more optimised games. They should benchmark DX12 but the results won't be representative of what DX12 is actually capable of, when DX12 matures we will see the claimed performance benifits.

3494d ago 0 agree0 disagreeView comment

Every time someone says this I'll comment, why do they need a new game enigne , please state facts, thanks. , People dislike but don't state a reason as to why they need a new engine what is wrong with the current engine ?

3536d ago 1 agree6 disagreeView comment

People keep saying this and everyone that does obviously doesn't know what there talking about, answer the question why do they need a new engine ? What would a new engine fix?

3541d ago 2 agree2 disagreeView comment

Everyone keeps saying that , please explain why they need to update the enigne ? What is actually wrong with the engine? Do you program engines? If so why do you find there engine to be insufficient?

3547d ago 2 agree2 disagreeView comment

This is incorrect, it is easier to scale down than to scale up. All the assets for the game should be produced at the highest quality achievable then scaled down to fit the needs of the console. If you create a texture at a lower resolution then realize the settings of the console or PC are higher than you predicted scaling that texture up would result in it becoming blurry/ pixelated and worse then the lower quality version, if however your produce it at the highest resolution you can freely...

3548d ago 8 agree0 disagreeView comment

Geometry can change between PC and consoles due to differences in tessellation.

3548d ago 1 agree0 disagreeView comment

@generic-user-name

They don't need a new engine to support ladders just a new AI core, why do they need to re-write the entire engine to support that one feature? They just need to update it and call it creation engine 2. This is how engine development works we make a engine and just update it when new technologies or methods arise. Unreal 3 was released in 2004 and was used to make tons of games from borderlands to BioShock they only updated it as new methods become ava...

3599d ago 0 agree3 disagreeView comment