obviously can't do as much with in engine cut scenes in terms of out and out quality, but with the quality of engines now I'm not sure if it would really bother gamers at all.In engine cut scenes have always been my favourite way of getting round video files.
doesn't that what the shape engine give it?consoles need fast hardware audio-decompression so they can stop shipping with uncompressed audio on disc because of the wimpy cpus. Also, people who want uncompressed audio are dumb.
I thought they shipped compressed audio on consoles because they had shape/equivalentdoesn't that what the shape engine give it?
Mark Cerny: There's dedicated audio hardware. The principal thing that it does is that it compresses and decompresses audio streams, various formats. So some of that is for the games - you'll have many, many audio streams in MP3 or another format and the hardware will take care of that for you.
I don't think anybody is claiming this, just that games seem to be shipping increasingly with low or no audio compression. It's more than likely about licensing. It's cost publishers to save user's HDD space so why should they? Fuck users.Anyone got evidence there's no audio compression on consoles? Both have hardware audio decompression.
Well that's good if people feel that way about it. The concept of "graphical" scaling works.This person says the X version of AC: Origins makes the base version look like at last gen game:
https://www.gamespew.com/2017/11/assassins-creed-origins-xbox-one-x-generation-ahead/
I think this has been more common practice in the PC space since the hardware is guaranteed available in the console space. IIRC console ports were always higher in size than PC, like titanfall 1, and we narrowed that down to uncompressed audio on PC.I don't think anybody is claiming this, just that games seem to be shipping increasingly with low or no audio compression. It's more than likely about licensing. It's cost publishers to save user's HDD space so why should they? Fuck users.
Well that's good if people feel that way about it. The concept of "graphical" scaling works.
CPU scaling might be another issue. May need to wait a while to see how that plays out.
Under UWP the 'PC' space and Xbox space is the same thing.I think this has been more common practice in the PC space since the hardware is guaranteed available in the console space.
This gen it's it's not usual for Xbox distributions to be larger than PS4 which is perplexing as PS4's lack of format support has generally only created problems, e.g. issues with Fallout 4 mods.IIRC console ports were always higher in size than PC, like titanfall 1, and we narrowed that down to uncompressed audio on PC.
I may have wrote that wrong. The PC files are larger than console is what I meant to write.Under UWP the 'PC' space and Xbox space is the same thing.
This gen it's it's not usual for Xbox distributions to be larger than PS4 which is perplexing as PS4's lack of format support has generally only created problems, e.g. issues with Fallout 4 mods.
We need some new compression tech, stat!
Anyone got evidence there's no audio compression on consoles? Both have hardware audio decompression.
http://www.eurogamer.net/articles/digitalfoundry-face-to-face-with-mark-cerny
yes I also wonder how they can achieve a generational leap when the game is mostly CPU boundWell that's good if people feel that way about it. The concept of "graphical" scaling works.
CPU scaling might be another issue. May need to wait a while to see how that plays out.
Imagine it to be some form of Dx12 high drawcall based pipeline leveraging tons of async compute, ideally as much as possible via execute indirect.yes I also wonder how they can achieve a generational leap when the game is mostly CPU bound