GTB Clairement, chapeau bas. Je suis admiratif. (il y a 3 Jours)
face2papalocust Grand merci à vous pour tout ça on le dira jamais assez,clairement ça doit être horrible de tenir un tel ryrhme,je n'aurai pas les épaules et encore moins avec autant de talent. (il y a 3 Jours)
Driftwood heureusement pour le moral que j'ai eu davton toutes ces années d'ailleurs :p (il y a 3 Jours)
Driftwood et nos vies de famille. Mais oui, comme davton le dit, ceux qui penseraient que c'est une bonne planque et qu'on a des vies de rois, c'est un peu plus compliqué, et parfois on l'a bien payé aussi. (il y a 3 Jours)
Driftwood on n'a pas commencé gsy étudiants non, surtout pas moi #vieux ^^ on apprend à jongler, on fait des sacrifices, on essaie de mériter la confiance qu'on nous donne en préservant tout de même nos métiers (il y a 3 Jours)
Driftwood Il est de nouveau possible de télécharger les vidéos sur le site. Désolé pour le mois et demi de panne. (il y a > 3 Mois)
Driftwood Retrouvez notre review de Rift Apart dès 16h00 aujourd'hui, mais en attendant Guilty Gear -Strive- est en vedette en home ! (il y a > 3 Mois)
Driftwood Nouveau live sur Returnal à 14h30 aujourd'hui. (il y a > 3 Mois)
Driftwood Rendez-vous à 17h00 pour un direct de 40 minutes sur Returnal (il y a > 3 Mois)
We can send up to four questions, and please write in the thread if you think that any submitted question is great or not so great - that will help us choosing the best questions.
GRAW: Chapter 2 will be released in the end of June and features "12 additional maps designed for Live multiplayer play, four new missions that extend the co-op campaign through Nicaragua, new game types (Team Blind Siege and Team Battle), more camouflage customisation options and five new weapons."
The questions will be sent the 19th of June, the upcoming monday.
I'm not totally sure if the questions HAVE to be about the DLC, so we will send two about GRAW in general and two about the DLC. If there are two good questions per game/DLC, of course.
Did they take advantage of the tesselator or do they plan to do so in the future? Understanding the game was also coming to current gen consoles did this fact prevent them from doing certain things with the 360 version for fear that it would make the current gen version seem lacking in content?
After the completion of Graw or in the process of completing it did they find out later that there are better ways to implement certain things, but thought it was too far along in development or too close to release to go back and change game code?
[b] Never judge a game too harshly via screenshots or videos, because they are in no way capable of properly representing what the game truly looks like were you to see it running in front of you on a 360 [/b]
Does the content includes the addition of only new multiplayer maps, or also single player? What about new classes and weapons specifically designed for this class?
Is GRAW on x360 only going to see content updates through Xbox Live or can we expect new expansions like in past versions of Ghost Recon for X360? In case we see this expansions, will Ubisoft try to improve the A.I. of the squad mates? Please say yes...
I'd REALLY like the tesselator and disc format question to be asked.
[b] Never judge a game too harshly via screenshots or videos, because they are in no way capable of properly representing what the game truly looks like were you to see it running in front of you on a 360 [/b]
1. Any improvements to the multiplayer game search feature?
I am not a fan of finding a multiplayer game in GRAW. It takes too long to pull down the available game list. By the time I find a game server that I like, the game has started and I gotta either wait till the next round or re-search the game list. Somedays I spent more time, like 10+ min, trying to find a server than actually playing a game. WTF. Something like Halo's match making, or atleast populate the server list immediately upon searching as oppose to wait for the search to finish then display the available matches.
2. Usable third person view in multiplayer mode?
The character model wiggles too much in third person perspective. It really hinders the gameplay in multiplayer. Too often guy's head, especially in crouch stance, gets in the way of the crosshair. I don't notice this being a issue in single player. The third person view character movements in single player mode seems much more solid.
3. any improvements on the control?
Ok, last question, and a bit of a complaint. The auto/single shot mode switch and weapon switching mechanism is laggy/lame. I know when I want to pull out my handgun and when I want to switch to single shot. Why do I have to look at my UI to make sure I am doing the right thing. That feature could be faster and more responsive.
The tessellator in the Xbox 360 GPU is indeed a very powerful piece of hardware, and you're right—most games have yet to take advantage of this. I think you'll see more titles use it in the future. As for procedurally generated worlds, I believe the biggest obstacle to overcome is how to design and build the content for such a system—it can be quite a departure from today's art pipelines. Game studios will figure it out though—it's crucial to generating and delivering ever larger worlds without having to exponentially grow the size of the art team.
Tessellations and computer graphics
In the subject of computer graphics, tessellation techniques are often used to manage datasets of polygons and divide them into suitable structures for rendering. Normally, at least for real-time rendering, the data is tessellated into triangles, which sometimes get referred to as triangulation. In computer-aided design, arbitrary 3D shapes are often too complicated to analyze directly. So they are divided (tessellated) into a mesh of small, easy-to-analyze pieces -- usually either irregular tetrahedrons, or irregular hexahedrons. The mesh is used for finite element analysis. Some geodesic domes are designed by tessellating the sphere with triangles that are as close to equilateral triangles as possible.
ATI has said that they imagine most 360 developeres will use many small triangles in their games. I'm assuming the 360 gpu runs its best when tiney triangles are being used and I guess something like this is a big help.
[b] Never judge a game too harshly via screenshots or videos, because they are in no way capable of properly representing what the game truly looks like were you to see it running in front of you on a 360 [/b]
Q: Is there better AI in the DL-Content?
Q: Will you be able to do co-op with bots?
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Tessellations and computer graphics
In the subject of computer graphics, tessellation techniques are often used to manage datasets of polygons and divide them into suitable structures for rendering. Normally, at least for real-time rendering, the data is tessellated into triangles, which sometimes get referred to as triangulation. In computer-aided design, arbitrary 3D shapes are often too complicated to analyze directly. So they are divided (tessellated) into a mesh of small, easy-to-analyze pieces -- usually either irregular tetrahedrons, or irregular hexahedrons. The mesh is used for finite element analysis. Some geodesic domes are designed by tessellating the sphere with triangles that are as close to equilateral triangles as possible.
ATI has said that they imagine most 360 developeres will use many small triangles in their games. I'm assuming the 360 gpu runs its best when tiney triangles are being used and I guess something like this is a big help.
For future Ghost Recon games (or Ubi games in general) , do you plan on using the GRAW graphics engine? Does the engine have a lot more room for expansion?
Did you agree with me? Yes, No? Visit http://www.lebato.blogspot.com and see if we agree on something.
[b] Never judge a game too harshly via screenshots or videos, because they are in no way capable of properly representing what the game truly looks like were you to see it running in front of you on a 360 [/b]
"After the completion of Graw or in the process of completing it did you find out later that there are better ways to implement certain things, but thought it was too far along in development or too close to release to go back and change game code?
"Is GRAW on X360 only going to see content updates through Xbox Live or can we expect new expansions like in past versions of Ghost Recon for X360? In case we see this expansions, will Ubisoft try to improve the A.I. of the squad mates?"
"Will the update do any improvements to the multiplayer game search feature, which some people find not so good?"
"For future Ghost Recon games (or Ubi games in general) , do you plan on using the GRAW graphics engine? Does the engine have a lot more room for expansion?"
When can we expect to see the answer to some of these questions? I'm really hoping they answer the one about the game search feature.
BTW, you said you were going to send the questions this past monday, was there a delay or you just didn't tell us until today?
Did you agree with me? Yes, No? Visit http://www.lebato.blogspot.com and see if we agree on something.
Super-unfortunately, I completely forgot about it as the thread went down a couple of pages. I sent it in a couple of days late, but hopefully they will be in there anyway. Remember the GoW questions, that was submitted for like a month ago? They still haven't been answered, so I'm still hoping for the best.
Also thanks for choosing my question i can't wait to see the answer :)
[b] Never judge a game too harshly via screenshots or videos, because they are in no way capable of properly representing what the game truly looks like were you to see it running in front of you on a 360 [/b]
Topic about SC:DA interview reminded me about this one;)
Question 2: Why is DLC so expensive
360 = 299 + 100 HDDVD = 399 | Wii = 199
Wii60 = 399 + 199 = 600$