Loakum @Driftwood Awesome! I’m loving it! It does show a much crisper picture and the frame rate looks good! I was playing Stella Blade and Dragonball Soarkling Blast! :) (2 Days ago)
Driftwood @Loakum: enjoy, the one Sony sent us will be there on launch day. Coverage will follow asap. (3 Days ago)
Loakum *takes a large sip of victorious grape juice* ok….my PS5 pro arrived early! So much winning! :) (4 Days ago)
Driftwood @reneyvane: non ils l'ont publié le 1er octobre et je crois que tu l'avais déjà linkée. ;) (3 Weeks ago)
CraCra Y a un souci sur les forums ? (6 Weeks ago)
nostradamus very few with religious beliefs are naive or zealots, but for sure don't find amusing their beliefs being thrown in for clout. maybe STFU with that discourse? (9 Weeks ago)
Driftwood Download is now functional again on Gamersyde. Sorry for the past 53 days or so when it wasn't. (> 3 Months ago)
Driftwood Another (French) livestream today at 2:30 CEST but you're welcome to drop by and speak English. I will gladly answer in English when I get a chance to catch a breath. :) (> 3 Months ago)
Driftwood GSY is getting some nice content at 3 pm CEST with our July podcast and some videos of the Deus Ex Mankind Divided preview build. :) (> 3 Months ago)
Driftwood For once we'll be live at 4:30 pm CEST. Blim should not even be tired! (> 3 Months ago)
Driftwood More Quantum Break coverage coming in a few hours, 9:00 a.m CEST. (> 3 Months ago)
Driftwood We'll have a full review up for Firewatch at 7 pm CET. Videos will only be tomorrow though. (> 3 Months ago)
Driftwood Tonight's livestream will be at 9:15 GMT+1, not GMT+2 as first stated. (> 3 Months ago)
New "HD" extended video: at Gametrailers
[Post edited to add new media link and to make 720p picture a link]
HAHAHA
I am too poor to own a 360... therefor I play with paper statistics. The results of my indepth scientific anaylisis determined the most important benchmark is Pi. As in The Ring of Light.
HAHAHA
Did you agree with me? Yes, No? Visit http://www.lebato.blogspot.com and see if we agree on something.
http://media.games.ign.com/articles/693/693580/vid...
"Use Humlilty to make them Haughty"-Sun Tzu
But i don't think its a huge deal, the game looks great..
Further, lets compare this to a 7600GT, which also has 22.4GB/s of bandwidth. The 7600GT doesn't have significant problems running a game like Quake 4 at 1280x1024 with 4xAA and 8xAF -- nearly 70fps. The 360 is only rendering most games at 720p @ 30fps. While the 512MB is shared with the CPU, high end PCs have ~6.4GB/s of bandwidth and most games don't push that even. Anyhow, so while the 360 takes a hit (lets say 6.4GB/s) for the CPU, leaving 16GB/s of bandwidth for texturing, the 360's memory is not impacted by color, z, alpha, etc as these are ALL done on the eDRAM. So much of the bandwidth hit taken from CPU usage is easily reclaimed through all the backbuffer, the biggest bandwidth client, all being isolated on the eDRAM.
PC GPUs have been doing AF with very minor penalties for years. ATI has been doing this since the 9700 back in Fall 2002. So
* AF does not require signigicant system memory bandwidth
* The 7600GT has less effective bandwidth than Xenos, yet 8x AF is routinely used with marginal penalty
* AF in general has been a minor penalty for years
That leaves a number of other alternatives
* Xenos is broken. Unlikely for a number of reasons, one primary one is AF IS used at times
* K is not mature yet in this regards
* Developers are struggling with stable framerates (see how GRAW turns off Vsync at times) and every extra frame or two is worth it; combine the rushed deadlines...
* Dev time... last feature turned on, but cannot be done globally enabled since it needs to be turned on by surface
* PC devs are lazy and just used to throwing the switch
Who knows. It could be a number of reasons, but right now no one with inside info is talking, and a lot of the conjecture is pretty weak.
What seems to be pretty well established though is games are not using it universally, but it DOES appear to be used to a degree. It is annoying (I love AF) but jumping to the conclusions some do is hasty. Of course with E3 and the PS3 around the corner expect more and more of this.
I am too poor to own a 360... therefor I play with paper statistics. The results of my indepth scientific anaylisis determined the most important benchmark is Pi. As in The Ring of Light.
Further, lets compare this to a 7600GT, which also has 22.4GB/s of bandwidth. The 7600GT doesn't have significant problems running a game like Quake 4 at 1280x1024 with 4xAA and 8xAF -- nearly 70fps. The 360 is only rendering most games at 720p @ 30fps. While the 512MB is shared with the CPU, high end PCs have ~6.4GB/s of bandwidth and most games don't push that even. Anyhow, so while the 360 takes a hit (lets say 6.4GB/s) for the CPU, leaving 16GB/s of bandwidth for texturing, the 360's memory is not impacted by color, z, alpha, etc as these are ALL done on the eDRAM. So much of the bandwidth hit taken from CPU usage is easily reclaimed through all the backbuffer, the biggest bandwidth client, all being isolated on the eDRAM.
PC GPUs have been doing AF with very minor penalties for years. ATI has been doing this since the 9700 back in Fall 2002. So
* AF does not require signigicant system memory bandwidth
* The 7600GT has less effective bandwidth than Xenos, yet 8x AF is routinely used with marginal penalty
* AF in general has been a minor penalty for years
That leaves a number of other alternatives
* Xenos is broken. Unlikely for a number of reasons, one primary one is AF IS used at times
* K is not mature yet in this regards
* Developers are struggling with stable framerates (see how GRAW turns off Vsync at times) and every extra frame or two is worth it; combine the rushed deadlines...
* Dev time... last feature turned on, but cannot be done globally enabled since it needs to be turned on by surface
* PC devs are lazy and just used to throwing the switch
Who knows. It could be a number of reasons, but right now no one with inside info is talking, and a lot of the conjecture is pretty weak.
What seems to be pretty well established though is games are not using it universally, but it DOES appear to be used to a degree. It is annoying (I love AF) but jumping to the conclusions some do is hasty. Of course with E3 and the PS3 around the corner expect more and more of this.
I dont think its a bandwidth issue. We know AF can be applied, its not as if AF is not applied. for example in oblivion the walls and trees and buildings infront have AF but the road does not. The grass has AF but the pavement does not. I think it has much to do with developers trying to get HDR and AA working properly, then getting the game optimized for 6 threads, then optimizing for the GPU. All the games except Quake IV and Ridge Racer use HDR and AA at the same time. I dont think the developers have started to use memexport function. If u notice in PC the Oblivion loads all the textures from the hard drive and memory while the 360 does it on the memory only and PC can only match 360 with a 7900 or X1900XTX, in GRAW, the PC version has much worse performance even though its being developed on a PC, which is currently more efficient in programming than 360 as no developer has optimised multithreading or multiparallelism.
* Players can destroy key NPCs, assets, etc... and block/destroy objectives, thus destroying scripting and gameplay
* Accurate deformation takes a lot of horse power and geometry manipulation whereas it seems devs have gone more toward the pixel shader "fake it" route with a lot of faked geometry
* Physics is still in its infancy where they are mainly "physics effects" and few "physics gameplay"
* Lighting/Shadowing models need to be pretty much completely dynamic on all objects to look good and dynamically adjust to the destruction and havok the player creates... of course unexpected destruction could cause all kinds of glitches and bugs
* Play / Bug testing such games would be very, very difficult with a very questionable end product in terms of gameplay
* Totally free and dynamic deformity would not work for online games (too much information to pass over the internet), especially for physics-gameplay effects where objects that are destroyed remain as such. Ruble shape, position, weight, etc... x 10,000 objects would bring servers and broadband connections to their knees
At least those are the arguements I have heard. Personally I hope someone like the Red Faction devs give it a go anyhow. I want completely open ended gameplay!
I am too poor to own a 360... therefor I play with paper statistics. The results of my indepth scientific anaylisis determined the most important benchmark is Pi. As in The Ring of Light.
http://www.xboxygen.com
"Use Humlilty to make them Haughty"-Sun Tzu
http://ps3media.ign.com/ps3/image/article/703/7034...
http://ps3media.ign.com/ps3/image/article/703/7034...
I can't find a fucking download link for this game anywhere, it's supposed to be on gametrailers.com but they seem to have it removed again.
Anyway here is an stream link, it begins the same as the old trailer but from about 1:20 there's some new footage.
http://www.insidegamer.nl/xbox360/brothersinarmshe...
There is no next-gen!
but everywhere I go I get redirected to the same vid on Gametrailers and that is not the extended version (anymore).
It appears they have removed it again apparantly.
Edit:
Finally found a download! download it here(no HD however):
http://playerone.be/playerone/nl/list.php?lst=vide...
There is no next-gen!