@ZombieNinjaPanda
Your concept of DLC is completely wrong.
A lot of DLC is planned and developed before the release date and that fact has nothing to do with ripping people off. In most cases, the content isn't something that could have shipped with the game.
At the end of a project cycle, the majority of work done is by programmers. They're solving bugs so the game can be certified by MS and Sony. That means there's a big chunk ...
I just wish they had done this battlefield style - limited edition that comes with the first batch of DLC free, but every copy is a limited edition so long as you pre-order. Can still have a collector's edition as well, but this way there's more temptation to preorder even if you don't want to pony up the extra $20.
Glad to see I'm not the only one who noticed - gamingbolt fails miserably.
For those confused - the actual context was valve projects in general, HL3 was never specified.
MP would have been a waste of time - I think people are more likely to play coop unless it's battlefield or modern warfare, or you have a huge budget behind your project.
That is completely wrong - 360 has 512 shared and PS3 has 256 dedicated to video, 256 dedicated to system.
And also there is nothing wrong with having the ram split, that's not what developers are complaining about - they're complaining about how hard it is to transfer data between cells, with each having their own small chunk of memory.
Hoping L4D3 is announced soon, but I don't want a repeat of L4D2.
Not sure, i think sales for this title will hurt because of this.
I think L4D2 was pretty rushed - good game but that needed a lot more content than it had.
You can't really say that time isn't the issue - it is the issue, along with the other things you mentioned, plus the one big thing you forgot to mention which is money.
It can't be narrowed down to a single problem, there are many factors in a games poor/excellent performance.
birsh, you completely missed the point, but okay.
@brish
You forgot something:
- another guy buys the used copy of the game the first guy sold back
"let's not pretend those are even actual journalists"
I don't know how to say it any better than this
Interesting - I don't know much about radiosity calculation, I'll have to look that up.
I assumed it was just deciding not to calculate some rays to save performance, as I noticed some areas had more noise than others, and I read it does adjust quality to improve performance - but your explanation also improves performance (probably more so).
I don't think they would have, only because the major complaints weren't graphics related other than the game being broken for some users until it was patched (which id claim was out of their hand due to driver revisions, and I'm inclined to believe them). I think the majority of the complaints were the games structure, how linear it was and how old school some mechanics were, etc.
I just tried this game on my system - 2x GTX 460's - it ran, probably around 15fps, and there was quite a bit of input lag, but that's still really impressive - We might see more of this thanks to CUDA.
Probably because the reflections and lighting are far more accurate than rasterization could give us currently. Lighting in most games these days are "baked", meaning they're pre-rendered. A game may have a few dynamic lights kicking around (there's many different ways to accomplish this) but usually they are designed to be calculated quickly - which sacrifices quality. Lighting via rasterization is approximate - the goal is to look realistic as possible with reasonable perf...
That's your counter-argument? SOME sites liked Disgaea more than Skyrim? SOME western RPGs did poorly in the west? SOME japanese games are being localised?
Also did you not read? It clearly says, and you quoted, "Gulf between ****FINAL FANTASY**** storytelling and western tastes widens", emphasis on FINAL FANTASY.
Sorry, but FFXIII and now FFXIII-2 have really shown me that while the audience has matured, and story telling in gaming has matured,...
Where are your numbers for Doom 3 coming from? Also you realize Rage has only been out for, what, 5 months now? 2.3 million is pretty good in 5 months.
This is what Carmack was saying about the API overhead for PC GPUs being restrictive (basically not letting you get as close to the silicon as a console GPU would). A 6670 in a console would outperform a 6670 in a PC.
I still expected something a bit faster than that (360 was the equivalent of an X1900, an enthusiast level card). 6670 is a budget card, however even budget cards are pretty powerful.
Well it is technically still supported by the engine - ie when this mesh is destroyed, create meshes/effects in it's place - but it's so basic that there isn't much of an excuse not to have it. Deformation on the other hand requires engine support.
Other than that I completely agree.