Watch your knees...Has anyone cloned the watch theme to android wear?
I wonder will I get sued to oblivion if I make a theme "heavily inspired" by it....
Watch your knees...Has anyone cloned the watch theme to android wear?
I wonder will I get sued to oblivion if I make a theme "heavily inspired" by it....
It certainly looks like it, though it's Todd Howard who doesn't really have a good history with marketing vs reality. I'll take everything with a grain of salt until the actual game is available and the reality sinks in.The scope of this game is incredible.
60 million nowBesides, it's not like Skyrim didn't deliver. 30 million sold is pretty amazing.
It was a fun game but visually it was indeed a crapfest. Even for an open world one.Besides, it's not like Skyrim didn't deliver. 30 million sold is pretty amazing.
Crapfest is a bit harsh. It definitely had some rougher spots, but it was never straight up bad looking from a technical perspective, just not leading edge. And it wasn't just the world being interesting that helped the immersion, it was also the artistic direction. It was still a visually pleasing world to exist in(and arguably still is). Like, even with all the rough spots, it was still full of beautiful scenery and fantastic visual atmosphere.It was a fun game but visually it was indeed a crapfest. Even for an open world one.
It's one of those games where the world was interesting enough to have our minds fill the gaps that the visuals couldnt fill, just like in the games of the 90's and early 00's
For me it was mediocre at best. Artistically it was mostly suggesting the beauty (hence why our minds filled the gabs) rather than being. It was the idea of the vast world, feeling that you were in it and being able to see miles into the distance that appeared beautiful. It was a generic theme.Crapfest is a bit harsh. It definitely had some rougher spots, but it was never straight up bad looking from a technical perspective, just not leading edge. And it wasn't just the world being interesting that helped the immersion, it was also the artistic direction. It was still a visually pleasing world to exist in(and arguably still is). Like, even with all the rough spots, it was still full of beautiful scenery and fantastic visual atmosphere.
Fair enough if it didn't work for you, but I'd argue that you couldn't just have ANY large world that you can see far in the distance to and have it illicit the same reaction. The artistic direction played a heavy part in delivering this. Lovely clouds and skies, the fog-draped mountains, glistening water, dense evergreen trees, and an overall really coherent visual makeup.For me it was mediocre at best. Artistically it was mostly suggesting the beauty (hence why our minds filled the gabs) rather than being. It was the idea of the vast world, feeling that you were in it and being able to see miles into the distance that appeared beautiful. It was a generic theme.
That's only 11 million customers 5 times, though.60 million now
This did elicit a chuckle from me, out loud, in real life For the record, I only bought it twice!That's only 11 million customers 5 times, though.
I'm still confused about long-time gamers bagging on Oblivion or Skyrim or Fallout 3 or 4. I mean, I get it if that's just not your kind of game, because if their tried and true recipe for single player open world isn't for you, then none of those will appeal. But every time it seems like someone wants to complain about "well they didn't get the graphics right" or "yeah but remember when the physics were stupid?" or yadda yadda.
Bethesda's open-world games have always been this way. Silly physics issues, a strangely blurry texture in the middle of a bunch of decent ones, stiff and inarticulate facial animation which still can't get anywhere near the right side of uncanny valley, arduous UI design especially around inventory management, large view distances with crazy pop-in, perhaps seven total voice actors for the entire game and the seemingly hundreds of NPCs in it, all topped off with the wonderous glaring yet easy to find bugs or OP stacking elements that permit or perhaps even encourage some very broken gameplay,
But you know what Bethesda always gets right? Huge open worlds, full of things to do, NPCs to meet, storylines to partake in, secrets to unveil, and when youre done with all of that, mods for days. It's the only thing apparently they CAN do right, and they've been doing it since the original TES back when it was a top-down scroller. I loved Morrowind, I loved Oblivion, I loved Skyrim and Skyrim SE, I loved Fallout 3 and New Vegas, I loved Fallout 4. And ya know what, now I've pre-ordered Starfield.
And ya know why? Because it's FallBliviRim 5 IIIIINNNNNNN SPPAAAAAAAAAAAAAAAAAAAAAAACE and, goddamnit, that's probably exactly what I want to play right now and for the next two years.
This did elicit a chuckle from me, out loud, in real life For the record, I only bought it twice!
Or... Use mods from the start! I can't stand spiders, so I use bear spider model swap modwhen youre done with all of that, mods for days
Not this good. In fact, the original gameplay showings of this last year were already impressive enough to me in terms of providing a generational leap over the graphics in Fallout 4, which is all I really expected. I would have been quite happy with that.I think this looks better relative to current games than prior Bethesda titles did. Curious as to where people expected this to land visually.
Just saw this speculation about 'tracking many objects across planets' could explain why it's only 30 fps spreading over the internet.I see what you are saying but shouldn't we wait to see how starfield looks at release on pc ?
Also
found this conversation interesting . Wasn't something similar to this the cause of Skyrim PS3 becoming unplayable ?
It's not that, people say Frame Generation helps hide the CPU limitations of some game code, not reduce the cost of CPU.And while i'm at it, i want to expand this topic to the idea 'frame interpolation helps to reduce CPU costs'.
There is the tracking, that is being done in the background for game assets such as npcs, (according to Bethesda they are being rudimentary tracked and updated even if the player is not there and it kind of makes sense), and in this game, I'm certain that this requirement has gone up in terms of how many things the engine must track.But why should such data management problem hurt performance so much? Makes no sense at all. Typical speculation of somebody who never worked on a game himself.
Agreed. But many people say many things and misunderstand some of them as well.It's not that, people say Frame Generation helps hide the CPU limitations of some game code, not reduce the cost of CPU.
Many recent games have bad CPU scaling across many cores, and are single threaded in nature, which caps fps to a certain limit, you can't go past that limit no matter what you do, and you end up with underutilized GPUs, fps drops, and hitches .. etc. Frame Generation bypasses this problem, boosting fps beyond that limit, and smoothing out most of the drops.
I've never worked on AAA rpgs. But i would implement those 'background NPCs' in an abstract way so the cost becomes negligible. I'm sure they do this. But telling people NPCs are just a point with some stats, and they can teleport through space instead walking on found paths would not sound awesome. Just saying 'even characters out of view are still simulated, process daily routines and do their jobs or even fight' sounds much better.There is the tracking, that is being done in the background for game assets such as npcs, (according to Bethesda they are being rudimentary tracked and updated even if the player is not there and it kind of makes sense), and in this game, I'm certain that this requirement has gone up in terms of how many things the engine must track.
Yet in Beth games, you can loot a thousand swords, pile them on a table in your home, and then pick up the one that holds them all in place.