reneyvane @Luffy: Tu as pris quelle configuration finalement ? (il y a 1 Heure)
Luffy J’ai fait la démo de DQ 7 et c’était un réel plaisir !!! J’ai hâte ! Sinon ça y est, j’ai investi dans un PC, enfin !😆😁 (il y a 4 Heures)
reneyvane @GTB: En effet, merci, l'info est tombé hier soir après minuit donc j'ai pensé à tord à mardi 6/06 alors que c'est mercredi 7/07. (il y a 2 Jours)
GTB @reneyvane: Cool ça! Mais a priori la démo débarque le 7. (il y a 2 Jours)
reneyvane SquareEnix proposera dés demain, mardi 6/02, une démo multisupport de son jeu "Dragon Quest 7 Reimagined", elle contiendra le prologue + début du jeu, la sauvegarde sera compatible avec le jeu du 5/02 (il y a 3 Jours)
reneyvane Bonne fin 2025 et mes merveilleurs voeux pour 2026, une pensée à tous nos habitués qui postent peu ou plus depuis quelques semaines ou pire, on pense à vous. (il y a 1 Semaine)
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)

Inscrit depuis 7171 JoursIntresting article from gamemaker himself; they had some odd coding problems with ms tools.
In November 2005 our game was running at 12fps, with the render loop taking nearly 2 frames.
That month news came through from Microsoft that the changes to the Xbox360 SDK that would allow us to circumvent these draw commands wouldn’t be ready in time for our launch. We were in very serious trouble indeed.
Neil, one of our engineers, set about moving the render loop onto its own processor core. This was a major engineering challenge that took 6 weeks to complete, but even then the renderer was running over a frame.
Another engineer, Matt, eventually solved the problem by writing an offline automatic occlusion system. It would travel round the track and take snapshots of the scene every few yards – and query the GPU to see which draw calls resulted in pixels being written to the screen. At run time it would not execute draw calls that didn’t contribute to the scene, and this cut our draw call count in half. The system has to revert back to frustum culling if you stray too far from the track.
Inscrit depuis 7396 JoursNow that I retired I can play more MGS games.
Inscrit depuis 7317 JoursHey acert is the draw call latency no longer an issue now? I hope its fixed.
I read that entire thing awesome awesome awesome :)
Blue Dragon Blue Dragon 青いドラゴン
Inscrit depuis 7396 JoursNow that I retired I can play more MGS games.
Inscrit depuis 7547 JoursThe game was still really good and I don't regret buying it.
Did you agree with me? Yes, No? Visit http://www.lebato.blogspot.com and see if we agree on something.
Inscrit depuis 7293 Jours
Inscrit depuis 7171 JoursI think this article is the first of its kind that 360 dev is actually talking to media in such manner.
Inscrit depuis 7399 Jours