Recent content by taisui

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    Digital Foundry Article Technical Discussion Archive [2014]

    http://www.eurogamer.net/articles/digitalfoundry-2014-diablo-3-performance-analysis Diablo 3 on X1/PS4 w/o patches.
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    Ease of porting current gen to last gen - "The Crew"

    unified memory, maybe?
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    Could PlayStation 4 breathe new life into Software Based Rendering?

    they don't lose the performance, it just gets really really really expensive. Larrabee is probably as close as we had ever gotten in recent year, and it didn't get any where.
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    Could PlayStation 4 breathe new life into Software Based Rendering?

    Every game is a piece of software, they are all software based rendering. :roll:
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    Image Quality and Framebuffer Speculations for WIP/alpha/beta/E3 games *Read the first post*

    Pretty sure that adds a lot of post processing and motion blur :roll:
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    Xbox One: TV Streaming to SmartGlass Enabled Devices

    It looks like the it's strictly a "TV streaming" functionality tied to the USB digital TV tuner, ergo, I don't think those would be supported scenarios.
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    Xbox One: TV Streaming to SmartGlass Enabled Devices

    that's interesting, so basically having the TV "snapped" to mobile devices.
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    Server based game augmentations. The transition to cloud. Really possible?

    what do people consider a reasonable "stream" bandwidth in cloud physics application in terms of customer? Netflix streams at 1.5Mbps and up.
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    DirectX 12: The future of it within the console gaming space (specifically the XB1)

    So I fail to see a connection there, is this written by someone from Crytek?
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    DirectX 12: The future of it within the console gaming space (specifically the XB1)

    You can hypothesize 1,000,000 ways that this wouldn't work, but in reality people just need 1 way that it would work. It's just software, there's no reason they can't go for higher resolution while sacrificing the pixel quality. It's hard to believe Crytek had not attempted to go for higher...
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    DirectX 12: The future of it within the console gaming space (specifically the XB1)

    memory can be allocated across both pool, transparently to the code.
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    DirectX 12: The future of it within the console gaming space (specifically the XB1)

    on the console, the game needs to be rebuilt against the later SDK to take advantage of the update.
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    DirectX 12: The future of it within the console gaming space (specifically the XB1)

    Tile based method should still have performance advantages regardless of the hardware setup, I think Frostbite is already using it?
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    DirectX 12: The future of it within the console gaming space (specifically the XB1)

    it's one piece of compute shader code used universally.
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    The sheer volume of trains/trolleys/mine carts in games with static wheelsets

    It's just resource management. the train in GTA V looks way more realistic than the trolleys in Eternal Arcadia with or without the rotating wheels. Having rotating wheels in the low polygon models help conveying realism when it's like, 100s of polygons for a trolley.
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