Sounds like you agree. A more powerful box deserves more.
"Deserves."
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Sounds like you agree. A more powerful box deserves more.
Sounds like you agree. A more powerful box deserves more.
A tweet from Phil Spencer saying it's not true means little more than Microsoft's more than obvious stance on the issue. Was anyone expecting to see Phil Spencer sending a tweet saying "Yes, we're pressuring PC devs to lock the FPS in order to make our console look less bad"?
This is the real world, people, not an imaginary one.
Why should PC be locked down and what's in it for Ubisoft and their close partner, Nvidia?OK, why not lock PC down while we are at it. This makes no sense and helps nothing but ones pocket.
I took no position at all, I only re-posted the news because it belongs here. It's just a rumour that may or may not be discussed, that's all. AFAIK there's no forum rule stopping users from posting rumours about the subject at hand.
TBH, I don't think there's enough material to believe anything at all, at least for the moment. There's this picture which kind of proves that this presentation actually happened in a french technical school and that's it:
Why should PC be locked down and what's in it for Ubisoft and their close partner, Nvidia?
Based on sales and revenue, PC is no threat to consoles and hasn't been for a long time. And sure, while "PC" is "better" than consoles, if you look at the Steam hardware survey you'll see the certain in Steam's ecosystem, most PC owners are using far more modest hardware.
Consoles are an easy option for people wanting to game on their TV, and for PS4, game remotely as well with Vita.
What's in it for PS4 users?
So they are CPU limited, and MS freeing up some resources meant there was only 1-2 fps difference between the consoles
Why would PS4 users care what the experience is like on PC?![]()
And this 25gb of baked lighting doesn't make sense to a layman like me, if you've already baked your lighting, how is that going to impact the CPU, maybe the real limiting factor is the HDD.
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I'd debate "most" and the state of the games industry (or society) doesn't support this at all. No doubt there are pockets in any market who derive some hollow self satisfaction by feeling they have the best possible experience that money can buy but this seems to the fringe element.Because most human beings enjoy the mundane feeling of enjoying a state-of-the-art experience.
But wasn't the original AC generally considered a technical tour-de-force?
Sure there was some tearing, but for the time it was released the animation and lighting systems were just superb. It was showing up most 1st party large budget games. I still have the marks on my jaw where it hit the floor at my first sight of Jerusalem.
Then there are the times when I am Kenway, on the Jackdaw in the middle of the ocean with sunlight cutting through very convincing blue-green waves or being buffeted in a tropical storm and I still every now and then say a little 'god damn'.
Then I think that they create these incredibly atmospheric, beautiful moments in an open world game, on a multiplatform engine.
Over-familiarity with the series may have taken the sheen off those moments for many, but from a technical standpoint are these not class-leading developers?
Apologies I misunderstood what you said. Yes, agreed.Most human beings enjoy the feeling of "best possible" (usually linked to a feeling of exclusiveness) in some way, yes. It's an indicative of personal success.
1 - I wouldn't be surprised if this is true. Sony and Microsoft have several billions of dollars invested in their consoles and PC gaming has been climbing up in popularity and sales really fast these last couple of years. With so much money being at stake, all kinds of aggressive tactics can take place within small meetings behind closed doors between publishers and developers. Even more when the PC gaming side has no real representative that would/could take competitors to court for illegal duo/monopolistic measures.
This isn't about being evil. It's business. PC gaming is a sitting duck regarding exclusivity and (un)optimization deals.
They really should be worried when the devices that sell in far higher quantity (laptops) are able to match their dedicated gaming consoles today.
I think this statement only underlines your lack of comprehension as to why many people chose to game on a console rather than a PC.
If it was primarily about technical capabilities then console sales would slow year on year as the technical disparity between the console and increasingly powerful cheap PCs/phones/tablets increased.
This is a good question and reminds me of a question I was gonna ask but failed to do. I would assume based on my pathetic understanding of these things, that while getting the assets off of the hard drive and into memory is a bottleneck it is the CPU that is in charge of getting those assets and assigning them to either memory or to be sent to the GPU or whatever. If there are a lot of assets to be managed there is a lot of CPU used. So you are talking about CPU time as well as bandwidth issues as well as hard drive issues. I assume a bunch of assets are loading nearly automatically to some memory buffer for each level or stage so the hard drive isn't as much of a problem.
I believe I read that with baked in lighting the lighting data is "mixed" into the texture and when the CPU sends the data to the GPU the GPU deals with applying the texture onto the polygon and dealing with how it looks after that. My question is the difference between baked in lighting generally and GI baked in lighting. I again ( foolishly ? ) assume that the GI part of it just means more data being mixed into the asset or more work on the CPUs part in telling the GPU what to do. More data means more work by the CPU or bandwidth or both.
I will however do a search on the subject on the forum so take this as a rhetorical question until I cry for mercy![]()
I thought the PlayGo chip was in charge of moving data to & from the harddrive?
Cerny talked about PlayGo, the system by which the console will download digital titles even as they're being played.
"The concept is you download just a portion of the overall data and start your play session, and you continue your play session as the rest downloads in the background," he explained to Gamasutra.
However, PlayGo "is two separate linked systems," Cerny said. The other is to do with the Blu-ray drive -- to help with the fact that it is, essentially, a bit slow for next-gen games.
"So, what we do as the game accesses the Blu-ray disc, is we take any data that was accessed and we put it on the hard drive. And if then if there is idle time, we go ahead and copy the remaining data to the hard drive. And what that means is after an hour or two, the game is on the hard drive, and you have access, you have dramatically quicker loading... And you have the ability to do some truly high-speed streaming."