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Cliff Ramshaw and Sam Jones: PDZ uses highly optimised, micro-coded pixel and vertex shaders to extract the best performance out of the console. The console's support for floating point render targets means that PDZ's high dynamic range lighting has far greater fidelity than was possible with the previous generation. Longer shaders and the ability to make complex decisions within the shaders mean that a large set of advanced material properties can be applied in unison in an efficient manner. Previously, only a subset of these features could be used for any one surface, and even then, compromises would have had to be made in the quality of the effects.
The sort of properties that can be applied simultaneously to a surface include: normal mapping, refraction, reflection, Fresnel effects, dynamic soft shadows, parallax mapping, per-pixel variable highlight width and strength, sub-surface scattering and ambient occlusion. Scene-level effects include: the ability to have sunlight plus many local lights having an influence on all objects in the scene (this makes use of wrinkles in Xbox360's graphics pipeline to ensure maximum efficiency); full-screen per-pixel motion blur; dynamic "god rays" or light shafts; proper sorting of transparencies via depth-peeling, high dynamic range with bloom and star filters.
Nick Burton: We always wanted to have crowd scenes in Kameo and started to do some experiments with the Xbox 1 and figured we could get maybe 100 or so NPCs. Once we moved onto the Xbox 360 we thought, "Let's try something that will slow it down, how about 1,000? Ran fine, no problem whatsoever! How about 3,000? Still fine!" Then we thought we had better try it with something more taxing than a test level so we put them on the Battle Field level which was all parallax and normal mapped, had a huge draw distance and lots of special effects like volumetric smoke; it still ran fine. In the released game we had something like 3000-plus NPCs because more than that was hard to choreograph, but the 360 can do much more. At one point during debug we found that each of the NPCs in one scene were being drawn 4 times by mistake, that's 12,000 being drawn and still no sign of slowdown.
We had a similar story with the GPU particle systems... We had a test running with a 100,000 particles being computed purely on the GPU, no CPU intervention at all. Now the Xbox 1 could do that but on the 360 they all react to the player and hit the floor and are lit, then we tried more, lots more! How about 1 milion? We aren't talking test levels or tech demos here. They are actually in the released game, and you can go and count them in the Throne Room. Most levels don't have quite that many though as only about 300,000 are normally in visible range at one time.
http://xbox360.ign.com/articles/693/693239p3.html
Almost every surface in Kameo is both normal and parallax mapped, has a detail map, is shadowed, has some global illumination and has an accurate dynamic lighting model. On top of the main model shaders, you have so many effects such as (but not all) particles, volumetric smoke and fire, instanced foliage, grass shaders, true reflections, accurate depth of field, bloom, color correction, real-time water surfaces, heat haze, and much more.
Like would it be too far to call Kameo the 360's most technically impressive title (even over gears of war?) I think it is.
Hironobu Sakaguchi is coming back to reclaim the throne :)
October 20th 2007 (A good day)
Optimusv2 said: "Gun for the 360 has better graphics than both Halo 3 and Gears of War"
I actually think Kameo or Viva Pinata would've been a MAJOR success if they were released on a nintendo console.
http://www.gametrailers.com/player.php?id=8757&typ...
Like the check the smoke over the water in this kameo review at 1:58... crazy. I'm eager to see what other Microsoft first parties achieve. Turn 10, Bungie. Bungie is also using a GPU run particle system so I wanna see how that works out. Rare SHOULD share tips and tricks with bungie as apart of them being a first party am I right?
Kameo and PDZ were launch I don't have viva pinata myself, but a lot of people I know love the game. I think Banjo 3 will get rid of any fears people may have about Rare.
Hironobu Sakaguchi is coming back to reclaim the throne :)
October 20th 2007 (A good day)
Viva Pinata has recieved a pretty nice response, just hasn't been selling well.
The lack of ripples/water interaction is like my major complain about next gen game, we have amazing looking water but the lack of ripples makes it look fake or something !
We fight for Truth, Justice, and the American Way
;)
To be honest, the lack of interaction with water is somehow disturbing : no ripples, no splash when someone runs in the water... CoD3 is one of the worst games for that : water and reflections are incredible but nothing happens when you see someone running in the water. Same in GRAW2 multi, I think, and yet they have a lot of water in the game. Somehow disturbing, IMO...
In the French forum, we're having a major argument about racing games, 3D grass and its effects on gameplay : to put in a nutshell, 3D grass unables you to take better curbs...
We fight for Truth, Justice, and the American Way
We fight for Truth, Justice, and the American Way
Yes it's possible this gen, but when you gain something you lose something, so is the cost of ripples worth losing detail/proformance elsewhere, I guess that's what the dev has to decide.
Blue Dragon has some of the best water i have seen in a game, yet has no interaction, yes it's disappointing, but it's something we have to live with.
I think this is where Cell may one up the Xenon at some point, it is ideal for doing physics calculations.
Marumaro for the WIN !!
We fight for Truth, Justice, and the American Way
Although water displacement has been around for years, I remember getting a tech demo with the geforce 256 that demonstrated it, not really seen it in a game though.
Marumaro for the WIN !!
So awesome.:)
Kameo is amazing game, especially in graphics and music department. And it never has slowdowns, which is an amazing achievement for a 360 launch title. :) I played Banjo-Kazooie recently for the first time, really great game, bad camera sucks. Still had lots of fun with it and can't wait for Banjo 3.
Expect some incredible use of the 360's hardware from them with that game.
Also I believe the 360 definitely has a lot more power to spare for more interactive water because I mean even Kameo has rippling water (just not used in all places most likely an artistisic design choice rather than technical limitation) and Kameo is just a launch title.
Jolli I believe you are right this an area in which I do expect the Cell to have an advantage, but one has to feel good about the 360's strengths. I mean all of the particles in Kameo are all ran just off the GPU no help from cpu no slowdown and they look mindblowingly good. Imagine the types of things that will be possible later.
What made Rare's games great in the past is that they consistently felt like fun games there was no drop off in my opinion. Kameo had signs of greatness then had its drop off points where it felt tedious or like a chore. Perfect Dark... was a complete and utter mess. Viva Pinata they really nailed it I believe, but we all knew that wasn't going to sell to the majority. Banjo now is where I believe they'll get their form back.
Hironobu Sakaguchi is coming back to reclaim the throne :)
October 20th 2007 (A good day)
The game looked great but it's not the kind I like best.
I'd kill for a goldeneye 360 or a decent PDZ
We fight for Truth, Justice, and the American Way
Hironobu Sakaguchi is coming back to reclaim the throne :)
October 20th 2007 (A good day)
Also now that the stomper brothers have left i imagine Rare will become a different company all together. (a lot more productive)
I think Rare should stick with platformy kiddy games and leave the shooters to other more experienced developers.
I'm kind of hoping the rumors of a Viva Pinata racer is true.
Marumaro for the WIN !!
I think they should've exploited the gadgets aspect of the game much much better than they did. I think when they give us a true perfect dark sequel it might be good. Then again I wouldn't mind if they stuck to the kiddy looking games if they do things right it turns out well. Man what I would do for Sakaguchi and Mistwalker to actually work with Rare on a title. That would be like a match made in heaven. Rare's technical expertise along with sakaguchi and mistwalker's guidance.
I really think they'd nail a viva pinata racer.
Hironobu Sakaguchi is coming back to reclaim the throne :)
October 20th 2007 (A good day)
mess with the best die the like rest
I hope Rare's next set of games can make such a big splash that there are a lot of sales.
Hironobu Sakaguchi is coming back to reclaim the throne :)
October 20th 2007 (A good day)
I think Kameo would be a very big deal if it were on a nintendo console.
Hironobu Sakaguchi is coming back to reclaim the throne :)
October 20th 2007 (A good day)
http://www.mtv.com/news/articles/1551557/20070202/...
Of course, we don't know yet how Crackdown will sell, but I doubt it'll bomb.
Was way too easy and way way too short.
Marumaro for the WIN !!
http://www.mtv.com/news/articles/1551557/20070202/...
Of course, we don't know yet how Crackdown will sell, but I doubt it'll bomb.
Also guys am I the only one that thinks Kameo is the 360's most technically impressive title? I think what made Gears look so amazing was more an artistic thing than technical, but sure its no slouch technically either.
Hironobu Sakaguchi is coming back to reclaim the throne :)
October 20th 2007 (A good day)