don't suppose anyone here has access to the battlefield 4 beta and can get some of the numbers?
Only time will tell. :smile2:
hoping to see some Last Of Us numbers and wires. Great game and there's some zbrush works on zbrushcentral which really show the detail they put into the game and its normal maps
Being a Ps3 game, everyone will have to wait for the developers to share.
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Polygon Numbers For Assorted Games.
Resident Evil Revelations - Jill Valentine 10,257 polygons
Resident Evil Revelations - Parker Luciani 10,872 polygons
Metal Gear Rising Revengeance - Gekko 22,605 polygons
Remember ME - Nilin 22,684 polygons
Remember ME - Nilin (prisoner outfit) 27,833 polygons
That's all i have for the time to share.
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Continuing a little bit on Cloud gaming functions,
I have two theories on how it could work. according to microsoft cloud processing doesn't falling into any requirements for usage, though even still with that said and no mater how many theories comprised, a good internet connection is required to see the payoff.
the first theory of mine revolves around the basis of Servers rendering all aspects of games while receiving input and streaming as media in return. the internet connection speed would depend on the native resolution signal aimed to achieved, input lag is usually mild on connection usage.
The second theory of mine revolves around what Dan greenawalt (from Turn10) said,
"gives us greater ability to render larger environments and worlds"
Many properties within environments can be static, such as buildings, Houses, bridges, floors, ect (static landscapes.) Anyways, a lot of the rendering can be offloaded leaving the console to handle physics, characters, effects, and other qualities.
In order of internet usage. (rough estimate.)
. Streaming video output, Mild (depends on the resolution signal)
. Computational Data offloading, High (depends on the type of data offloaded.)
. Simulating actual Memory bandwidth, Very high.
. Simulating actual GPU bandwidth, very high.