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Eidos Montreal tá usando uma engine modificada do Hitman Absolution pro Deus Ex: Universe
Citação:Eidos-Montréal announces next generation Dawn Engine™
State of the Art Technology will Power Deus Ex Universe Projects
MontrÉal (December 4th, 2014) – Eidos-Montréal, the award-winning Square Enix studio behind Deus Ex: Human Revolution® and THIEF™, today announces the ‘Dawn Engine™’, their new, state of the art game engine that will be the cornerstone to the development of the Deus Ex Universe projects at the studio.
The Dawn Engine, based on a heavily modified version of IO Interactive’s Glacier™ 2 engine, features new technology that allows for improved rendering capabilities, real-time physics, and advanced artificial intelligence programming, among other things. An official screenshot from the Dawn Engine can be found [above].
“The technology behind any game is a key component in ensuring that gamers are able to develop both an emotional and visceral connection to what they are experiencing within the game world,” said David Anfossi, Studio Head at Eidos-Montréal. “We’ve worked tirelessly over the last few years developing this engine, building upon and improving both the visual and immersive artistry in our games. We truly believe that our engine will help us to strengthen both the gameplay and storytelling experiences we strive to create.”
Eidos-Montréal is also seeking qualified candidates to join its world-class development team. Open positions for the development of the Dawn Engine, as well as Eidos-Montréal games, are currently available on the employment page here: http://eidosmontreal.com/jobs.
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Granja escreveu: 1080p mas nada de 60 fps
Square Sempre foi 60fps fdp, a trava era só de resolução.
E tem uns bugs relacionados ao HUD, torcendo pra corrigirem.
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Gbraga Returns escreveu: Sempre foi 60fps fdp, a trava era só de resolução.
E tem uns bugs relacionados ao HUD, torcendo pra corrigirem. Porra, sério? Juro que li que tinha trava de framerate no lançamento
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Caralho, entrei nesse tópico achando que tava rolando somente conversar sombre Vram e saí hypando uma porrada de jogo que nunca tinha ouvido falar!
Granja é foda!
O resto, Gbroga.
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Peguei boas recomendações de indies aqui também, créditos ao Granja, mas precisamos de representantes dos AAA também.
abraços e paz
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vinicius7 escreveu: Caralho, entrei nesse tópico achando que tava rolando somente conversar sombre Vram e saí hypando uma porrada de jogo que nunca tinha ouvido falar!
Granja é foda!
O resto, Gbroga. Bom user
88Titan88 escreveu: Peguei boas recomendações de indies aqui também, créditos ao Granja, mas precisamos de representantes dos AAA também.
abraços e paz Po, sempre que tem notícia de AAA eu posto. É pq não é tão frequente. Nessa página postei de Deus Ex, na passada de saints row, AC, etc.
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Rainbow 6: Siege Cover and Lean Mechanics
Citação:A split second is all that it takes for everything to go completely haywire and find yourself on the losing end of a bullet. Rainbow Six Siege is highly lethal, and whether you’re on attack or defense, positioning yourself in effective cover is paramount to success. Counter-terrorist units act precisely with total control of their movements, and we’ve established some design principles to capture that feeling, give you freedom of movement and room for experimentation, plus expand your tactical options while utilizing cover.
This “always in control” philosophy led us to establish “Golden Rules”, that we applied to the 3Cs, which refer to Character, Control and Camera. More specifically they define the capabilities of your character, how you control those capabilities, and the camera for how to visualize them. They’re the backbone of player interaction because pretty much everything you do with your avatar is defined by them.
[img]Enforcing these rules results in something that is fully input driven, meaning you have total control of what is happening on the screen at all times. You’ll never be stuck in a contextual cinematic animation where you’re at the mercy of whatever the game is making you do. For example, finding yourself locked at an awkward angle while taking cover, or loss of reactivity while performing an extended melee action. Always being able to aim and shoot is a design priority, and every action you might do which would need both of your hands to be accomplished (like putting a breach charge on a floor), can be cancelled in a blink of an eye, giving you back your ability to shoot instantly.
“Because lethality is so high in Siege, every little thing counts and we never wanted the player to die because of something the game did.” explains Gunther Galipot, user experience director and author of the Golden Rules.[/img]
Citação:Input Driven / Reactivity first
This input driven philosophy pushed our 3C department to design a new dynamic covering system, something smooth tailored to adapt with the dynamic environment of Siege. To create it, we implemented a free lean system where you’re able to lean left or right, in any stance at any moment while in ADS (Aim Down Sight) or holding a grenade. This freedom also applies to movement, giving you the capability to do things like lean into a strafe, pivoting around a corner. In doing so, cover becomes more than just a feature, it becomes a core part of the entire experience.
You‘re able to cover based on line of sight from any distance, not just when you’re close to a wall. We’ve designed the controls so that it should become second nature (and your first point of action) when making your move to attack from angles, peeking around corners and popping off shots.
Gifs
Mais info: http://rainbow6.ubi.com/siege/en-CA/news/d...cm:148-76770-32
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OLHA ESSE YUDI PLAYSTATION NA THUMB
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<div style="width: 760px;overflow:hidden;"><div style="width: 500px;height: 420px;margin-right: 8px;float:left;overflow: hidden;"><iframe width="500" height="380" src="https://www.kickstarter.com/projects/797210197/cube-and-me-relaunch/widget/video.html" frameborder="0"> </iframe></div><div style="width:240px;height:420px;float:left;overflow:hidden;"><iframe frameborder="0" width="240" height="420" src="https://www.kickstarter.com/projects/797210197/cube-and-me-relaunch/widget/card.html"></iframe></div></div>
Cube and Me is a fusion of a dungeon crawler and pet simulator.
bom jogo
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AMD unveils major GPU driver update, Catalyst Omega
AMD has announced a major overhaul of their Catalyst graphics card driver software today, adding new features, improving performance and fixing a large number of bugs. The 'special edition' driver, which is the result of months of work, is one of the biggest AMD has released.
The Catalyst Omega driver boasts some serious performance improvements in many hardware configurations due to a more efficient design. AMD states that you can expect up to 19% more performance than the previous driver (Catalyst 14.11.2) when running games on high-end graphics cards, and up to 29% more performance on APU-based systems.
on our own testing, performed by our resident hardware reviewer Steve, we noted significant gains on high-end GPUs in a number of titles including BioShock Infinite and Metro Redux. However in some games, even those in AMD's Gaming Evolved program, there was no performance improvement at all: Watch Dogs, Battlefield 4, Sleeping Dogs, Tomb Raider and Crysis 3 are regularly seen in our hardware benchmarks, and recorded the same performance as the previous driver.
Virtual Super Resolution (VSR) allows gamers to super sample their games, rendering at up to 4K quality before being downscaled to a lower resolution monitor. This form of anti-aliasing is arguably the best, significantly reducing jagged edges while keeping the game sharp. It comes at a high performance cost, though, so it's best suited to older titles unless you have 4K-capable hardware.
Aside from VSR, AMD has also improved frame pacing on both Dual Graphics and CrossFire systems, reducing stuttering and frame time variances.
As for video features, AMD has implemented several new ones into Catalyst Omega. Fluid Motion improves interpolation during video playback to remove judder, especially while panning, although for movie playback this isn't always a desired effect. However you might want to switch on Contour Removal, which does a great job of removing compression artifacts without reducing detail.
Catalyst Omega also brings support for TressFX Hair 3.0, OpenCL 2.0 and Mantle game capture, streaming and FPS measurement through the Gaming Evolved client.
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Dying Light system requirements [Updated]
Hi everyone,
A lot of you guys have been commenting on our system requirements. Today, we have revealed our official system requirements, and as you'll notice, they're not as huge as they were previously. Those were used as placeholders and now they have are updated.
Please hop on to our Store page to see the new specs.
And for those that don't like to click, here they are nicely pasted for you:
Minimum requirements:
OS: Windows® 7 64-bit / Windows® 8 64-bit / Windows® 8.1 64-bit
Processor: Intel® Core™ i5-2500 @3.3 GHz / AMD FX-8320 @3.5 GHz
Memory: 4 GB RAM DDR3
Hard Drive: 40 GB available space
Graphics: NVIDIA® GeForce® GTX 560 / AMD Radeon™ HD 6870 (1GB VRAM)
Direct X®: Version 11
Sound: DirectX® compatible
Recommended requirements:
OS: Windows® 7 64-bit / Windows® 8 64-bit / Windows® 8.1 64-bit
Processor: Intel® Core™ i5-4670K @3.4 GHz / AMD FX-8350 @4.0 GHz
Memory: 8 GB RAM DDR3
Hard Drive: 40 GB available space
Graphics: NVIDIA® GeForce® GTX 780 / AMD Radeon™ R9 290 (2GB VRAM)
Direct X: Version 11
Sound: DirectX® compatible
Additional Notes:
Laptop versions of graphics cards may work but are NOT officially supported.
Windows-compatible keyboard, mouse, optional controller (Xbox 360 Controller for Windows recommended)
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Orelha1 escreveu: DSR da AMD.
AMD do cacete fez eu pegar uma GTX 980 por causa do DSR, mas pelo menos valeu porque ela tem hdmi 2.0 e vou precisar na minha tv.
Quando sair vou testar no meu segundo PC.
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darkkinder escreveu: Dying Light system requirements [Updated]
Hi everyone,
A lot of you guys have been commenting on our system requirements. Today, we have revealed our official system requirements, and as you'll notice, they're not as huge as they were previously. Those were used as placeholders and now they have are updated.
Please hop on to our Store page to see the new specs.
And for those that don't like to click, here they are nicely pasted for you:
Minimum requirements:
OS: Windows® 7 64-bit / Windows® 8 64-bit / Windows® 8.1 64-bit
Processor: Intel® Core™ i5-2500 @3.3 GHz / AMD FX-8320 @3.5 GHz
Memory: 4 GB RAM DDR3
Hard Drive: 40 GB available space
Graphics: NVIDIA® GeForce® GTX 560 / AMD Radeon™ HD 6870 (1GB VRAM)
Direct X®: Version 11
Sound: DirectX® compatible
Recommended requirements:
OS: Windows® 7 64-bit / Windows® 8 64-bit / Windows® 8.1 64-bit
Processor: Intel® Core™ i5-4670K @3.4 GHz / AMD FX-8350 @4.0 GHz
Memory: 8 GB RAM DDR3
Hard Drive: 40 GB available space
Graphics: NVIDIA® GeForce® GTX 780 / AMD Radeon™ R9 290 (2GB VRAM)
Direct X: Version 11
Sound: DirectX® compatible
Additional Notes:
Laptop versions of graphics cards may work but are NOT officially supported.
Windows-compatible keyboard, mouse, optional controller (Xbox 360 Controller for Windows recommended) 40GB continua lá.
abraços e paz
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Novo King's Quest!
The Banner Saga 2 anunciado!
Before, jogo que se passa na pré-história, de um pequeno time dentro da Facepunch Games (garry's mod)
Novo vídeo de The Witcher 3, Ciri será um personagem jogável
Tacoma, novo jogo de Fullbright (desenvolvedores de Gone Home)
Gameplay de No Man's Sky
Trailer de Metal Gear Online
Trailer de Human Element, da Robotoki
Trailer de Adr1ft!
Novo trailer de Battlefield: Hardline!
Novo jogo de Hazelight, desenvolvedores de Brothers
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Boa, Granja!
Ridley, se estiver lendo, pode colocar esses vídeos no primeiro post do tópico da VG Awards (se o Granja concordar, claro).
abraços e paz
Posts: 20.086
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Tinha faltado isso:
e isso
e isso
88Titan88 escreveu: Boa, Granja!
Ridley, se estiver lendo, pode colocar esses vídeos no primeiro post do tópico da VG Awards (se o Granja concordar, claro).
abraços e paz Concordo sim, po. Fiquem a vontade, rs.
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