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Now it just gives off the "low color depth" vibeThat is an impressive amount of empty marketing speak. New logo is better though. Previous version gave off a fragmented, chaotic vibe.
Now it just gives off the "low color depth" vibe
I like the 2013-2023 one best but I'm biased.
It is invariably going to be engineers - if you go on linkedin, you can see they bled engineers the last few years to many studios.Deck13 is switching to UE5. Would be curious to hear the rationale. I know Atlas Fallen did not really live up to their expectations.
Wasn't Frostbite pretty bleeding edge when EA made it's decision? How has progress been and why isn't it comparable to UE and the preferred choice? Or is it, and this is more a case of the effort of getting new staff on board to use a proprietary engine versus picking up any of the existing UE users?
It is invariably going to be engineers - if you go on linkedin, you can see they bled engineers the last few years to many studios.
Wasn't Frostbite pretty bleeding edge when EA made it's decision? How has progress been and why isn't it comparable to UE and the preferred choice? Or is it, and this is more a case of the effort of getting new staff on board to use a proprietary engine versus picking up any of the existing UE users?
EA just announced devs no longer need to use Frostbite and can use other engines if they'd prefer.What decision? I'm a bit lost here as Deck 13 doesn't have a whole lot to do with EA
It's not just game design. I'm sorry, but this is superficial thinking.Zelda is just game design. No one was stopping devs from doing similar things. They just weren’t doing it.
It's not just game design. I'm sorry, but this is superficial thinking.
Picking a physics engine and exploring each possibilities of it and making it work like it did for sure required a cooperation between engineers and game designers. Also, I would guess that the physics engine was modified by Nintendo. Devs had already told that TOTK was done by 2022, they did not specify what they spent a year working on, but for me it's clear that they spent time making sure everything was working well on that side. That part is not with the game design staff, this is made by the engineering team, on the technical side.
Using Havok (maybe a modified version of it) does not make what they made on the game less impressive.
This is an acccomplishment on the game design side and the technical side of gaming.
How much money is there in 3DMark? Presumably it doesn't warrant the kind of investment game engines do.
It's wild that they're using ROVs to render OIT since that goes against several IHV recommendations ...The days of 3dmark being a cutting edge benchmark seem to be long over. There are actual games shipping with more advanced graphics than 3dmark can muster.
I was curious as to whether 3dmark is doing anything interesting in its latest Speed Way benchmark and came across the somewhat sparse description of the “engine”.
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Speed Way engine
In 3DMark Speed Way, we have improved our existing illumination pipeline by removing its reliance on any precomputed illumination data (e.g., lightmap and probes), making it completely dynamic. To highlight dynamic illumination, we limit further ...support.benchmarks.ul.com
They describe their GI solution as being based on dynamically updated light maps in texture space. It sounds very similar to Lumen but likely less advanced as the benchmark consists of a very small, mostly static indoor scene.
The days of 3dmark being a cutting edge benchmark seem to be long over. There are actual games shipping with more advanced graphics than 3dmark can muster.