Recent content by nightshade

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    Some folks don't like Digital Foundry *flip-off*

    I'm not sure if that was the case unless my memory is serving me wrong. DF back then was just Richard writing stuff on a blog with some framerate videos with a bit of pixel count results thrown in, and then sharing it here. It only started to get more indepth around 2007 after which Eurogamer...
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    Next Generation Hardware Speculation with a Technical Spin [pre E3 2019]

    So obviously fake haha: 1) PSVR2 retailing for $100 2) Bundling it up and gimping memory to 16GB and only having 8GB for games 3) OLED touchscreen 4) Anthem running at 720P/30FPS on base PS4 5) 6TB SSD 6) The wording on TLoU2, if it's finished then the only way it comes out on PS5 is via cross...
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    Digital Foundry Article Technical Discussion Archive [2016 - 2017]

    Edit: Ah well..it's a dead discussion
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    Digital Foundry Article Technical Discussion Archive [2016 - 2017]

    GTA5 actually pared back a lot from GTA4 in terms of physics simulation and AI. Cel Shading also requires about twice the polygon count of a non cel shaded game due to how cel shading works. Absolutely not. Oblivion's last gen even by last gen's standards...Zelda isn't. That isn't real time...
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    Digital Foundry Article Technical Discussion Archive [2016 - 2017]

    At the same time the WiiU also has more RAM. And one doesn't really needs to wait for BoTW to come out to make the claim that BoTW will not have less density than GTAV and less assets as well due to the very nature of these games and their environment, and these are the two things which just...
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    Accurate human rendering in game [2014-2016]

    But is it really a bias if it's the truth though? Sure those games can stand toe to toe to anything on PC, but that anything excludes Star Citizen. Just look at how the ships are built in the game and how much work the developers have to do because of the fact that they have a localised gravity...
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    Digital Foundry Article Technical Discussion Archive [2016 - 2017]

    The $150 million was not all development money, it included marketing which GTAV had plentiful. Dev size and money is also not directly scalable to quality, infact in software development bigger size often means more problems, difficult and more complex development since communication is harder...
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    Accurate human rendering in game [2014-2016]

    You may joke about him but he doesn't really "pull them apart", I converse with him a lot and he just likes to talk about tech regardless of platform the same as people here and knows his way around, the things he says aren't really wrong you know. You don't have to be a PC nut to point out that...
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    Digital Foundry Article Technical Discussion Archive [2016 - 2017]

    You say "far more impressive", it's all the same...trade offs. Last gen we had GTA5 on WiiU level hardware. What's to say what devs can do with 1TF+ console isn't as impressive considering 1TF+ isn't really much these days and yet you have something like Uncharted 4 or Battlefront. Is it only...
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    Best water rendering effects *spawn

    It was used in R&C: ACiT. The water uses FFT so has some nice deformation, although it looked ridiculous in Resistance 2 because it made it look like jelly. It looked fine in ACiT. It lacked any reflective properties entirely. Still, water in later Insomniac games like Sunset Overdrive and...
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    Digital Foundry Article Technical Discussion Archive [2016 - 2017]

    Bu but 64KB !! Includes music and the texturing and shaders and camera angles...I get that these can be included as instructions for the PC to recreate. But 64KB !! How? That's smaller than a notepad document.
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    Digital Foundry Article Technical Discussion Archive [2016 - 2017]

    64K of HDD space gives you....space.
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    Image Quality and Framebuffer Speculations for WIP/alpha/beta/E3 games *Read the first post*

    Changes have to be made in the pipeline to include it I think. What games do right now is basically render HDR and then convert it to standard range to be displayed in normal TVs. You know how DSLRs take HDR images right? They take one picture at low exposure, one at normal and one at high and...
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    Image Quality and Framebuffer Speculations for WIP/alpha/beta/E3 games *Read the first post*

    What's the point in having 10s of thousands of polygons for hair and then mess it all up with shit AA ? Not only that I also see lots of shader aliasing. The game would look beautiful with a better AA, at this point 900P Duscae 2.0 looks better even when compared to XV at 1080P, and it runs...
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    Accurate human rendering in game [2014-2016]

    And shading, and clothing and pretty much anything below the neck
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