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dshadow21 escribió:eloskuro escribió:En cuanto a shooters, a mi me parece, que fuera a parte de que hay juegos algo mejores graficamente que otros, no hay grandes diferencias en ese aspecto.
No veo ninguno que diga "esto es next-gen" , salvo que tenga un pc y una tarjeta grafica de 500 €.
Eso si, Titanfall y Destiny por lo menos me parecen mas originales (igual es que son IP´s nuevas no tan trilladas, no se ).
Lo siento pero si ponemos a un lado Battlefield 4/ Titan Fall / COD, Battlefield les pega un buen repasito y si bien el Frostbite 3.0 es un motor de la actual Gen y ya le da un repaso en la actual gen al motor de COD en la nueva la diferencia aun se nota mas...
Rebunloided escribió:Titanfall va a ser el juego multijugador competitivo más viciante de los últimos tiempos.
Tiene pinta de auténtica joya, muchos premios le avalan ya.
eloskuro escribió:dshadow21 escribió:eloskuro escribió:En cuanto a shooters, a mi me parece, que fuera a parte de que hay juegos algo mejores graficamente que otros, no hay grandes diferencias en ese aspecto.
No veo ninguno que diga "esto es next-gen" , salvo que tenga un pc y una tarjeta grafica de 500 €.
Eso si, Titanfall y Destiny por lo menos me parecen mas originales (igual es que son IP´s nuevas no tan trilladas, no se ).
Lo siento pero si ponemos a un lado Battlefield 4/ Titan Fall / COD, Battlefield les pega un buen repasito y si bien el Frostbite 3.0 es un motor de la actual Gen y ya le da un repaso en la actual gen al motor de COD en la nueva la diferencia aun se nota mas...
Mucho nuevo motor, pero en los videos de xbox/ps4 no me ha impresionado. (En pc sí que es bestia parda)
catetosurfer escribió:El que no juegue en pc, y pase de las actules consolas a xone o ps4 no experimentaran nex gen? No que va...
A ver si nos enteramos que la nex gen de una consola no va de la mano con la de pc ni tiene por que ir.
Cuando salgan las consolas compara btf4 de ps3 con el de ps4, y me dices si hay o no hay nex gen en consolas.
PilaDePetaca escribió:catetosurfer escribió:El que no juegue en pc, y pase de las actules consolas a xone o ps4 no experimentaran nex gen? No que va...
A ver si nos enteramos que la nex gen de una consola no va de la mano con la de pc ni tiene por que ir.
Cuando salgan las consolas compara btf4 de ps3 con el de ps4, y me dices si hay o no hay nex gen en consolas.
Ahí no te digo que no, pero esperemos que cuando se compare dBF4 con el de PC no se vean el mismo tipo de diferencias.
pers46 escribió:Puestos a separar...separemos también las generaciones según fábrica, no es lo mismo la nueva generación de Nintendo, MS o Sony.
Genuina escribió:Rebunloided escribió:Titanfall va a ser el juego multijugador competitivo más viciante de los últimos tiempos.
Tiene pinta de auténtica joya, muchos premios le avalan ya.
+1. El juego a recibido tantos premios y ha gustado a todo el mundo q lo ha probado. Algo tiene que tener.....
xufeitor escribió:Unreal Engine 4 - Visual Effects
Nuevo vídeo sobre el UE4, esta vez se centran en los efectos visuales usando de nuevo la demo técnica de "Infiltrator"
http://www.youtube.com/watch?v=ZrS0eqVBvdQ#t=257
Videos anteriores sobre el UE4
Estética de personajes: http://www.youtube.com/watch?v=B7D_z-fdkwc
Materiales por capas: http://www.youtube.com/watch?v=PjSFbPv3SLc
PilaDePetaca escribió:xufeitor escribió:Unreal Engine 4 - Visual Effects
Nuevo vídeo sobre el UE4, esta vez se centran en los efectos visuales usando de nuevo la demo técnica de "Infiltrator"
http://www.youtube.com/watch?v=ZrS0eqVBvdQ#t=257
Videos anteriores sobre el UE4
Estética de personajes: http://www.youtube.com/watch?v=B7D_z-fdkwc
Materiales por capas: http://www.youtube.com/watch?v=PjSFbPv3SLc
Los videos vienen ya con el capado o no?
PilaDePetaca escribió:xufeitor escribió:Unreal Engine 4 - Visual Effects
Nuevo vídeo sobre el UE4, esta vez se centran en los efectos visuales usando de nuevo la demo técnica de "Infiltrator"
http://www.youtube.com/watch?v=ZrS0eqVBvdQ#t=257
Videos anteriores sobre el UE4
Estética de personajes: http://www.youtube.com/watch?v=B7D_z-fdkwc
Materiales por capas: http://www.youtube.com/watch?v=PjSFbPv3SLc
Los videos vienen ya con el capado o no?
xufeitor escribió:Unreal Engine 4 - Visual Effects
Nuevo vídeo sobre el UE4, esta vez se centran en los efectos visuales usando de nuevo la demo técnica de "Infiltrator"
http://www.youtube.com/watch?v=ZrS0eqVBvdQ#t=257
Videos anteriores sobre el UE4
Estética de personajes: http://www.youtube.com/watch?v=B7D_z-fdkwc
Materiales por capas: http://www.youtube.com/watch?v=PjSFbPv3SLc
catetosurfer escribió:xufeitor escribió:Unreal Engine 4 - Visual Effects
Nuevo vídeo sobre el UE4, esta vez se centran en los efectos visuales usando de nuevo la demo técnica de "Infiltrator"
http://www.youtube.com/watch?v=ZrS0eqVBvdQ#t=257
Videos anteriores sobre el UE4
Estética de personajes: http://www.youtube.com/watch?v=B7D_z-fdkwc
Materiales por capas: http://www.youtube.com/watch?v=PjSFbPv3SLc
Con este motor por fin podremos experimentar la nex gen?
xufeitor escribió:Son vídeos para vender el motor, nada tienen que ver con las consolas. Muchas de las cosas que se ven ahí las consolas ni lo van a oler
xufeitor escribió:Unreal Engine 4 - Visual Effects
Nuevo vídeo sobre el UE4, esta vez se centran en los efectos visuales usando de nuevo la demo técnica de "Infiltrator"
http://www.youtube.com/watch?v=ZrS0eqVBvdQ#t=257
Videos anteriores sobre el UE4
Estética de personajes: http://www.youtube.com/watch?v=B7D_z-fdkwc
Materiales por capas: http://www.youtube.com/watch?v=PjSFbPv3SLc
So, why did we build Xbox Live Compute? When we were planning the next generation of Xbox Live, we spent a lot of time talking with game creators about ways to make games better. We realized that there was an incredible opportunity to bring together the resources and global scale of Windows Azure, with the game services of Xbox Live to build a cloud computing platform that was uniquely focused on gaming and game creators. Our intent was to enable developers to take advantage of server resources in their games without having to deal with the challenges that come with building, managing and running servers at scale. So, we chose to provide cloud features that allow the game creators to push the limits of their gameplay experiences and apply the bulk of their investments to game creation, rather than server and operational resources. In fact, we even give them the cloud computing power for FREE so they can more easily transition to building games on Xbox One for the cloud.
Hi! My name is John Bruno – I am a Lead Program Manager from the Xbox Live team. For as long as I can remember, games have been part of my life. Whether it was playing my Commodore 64 in my basement as a young kid, feeding my spare quarters into arcade machines in the 1980s, or playing “Project Gotham Racing” on the original Xbox - I have always enjoyed playing video games. We’ve obviously come a long way with games since I started playing, and for me personally, it has been an incredible experience bringing Xbox One to life and supporting the forthcoming game titles that are launching on this console generation. I’m especially proud of what our team has been working on with Xbox Live Compute, and I’m glad to finally be able to share more details with you as part of the “Week of Xbox Live!”
As you have heard over the course of the past weeks, Xbox One will benefit greatly from the power of the Xbox Live cloud. This obviously represents a broad Microsoft commitment that spans a number of scenarios, all intended to bring the best of entertainment and gaming experiences that our game creators have to offer. Xbox Live Compute represents one of the ways that games will be better on Xbox One. This service is specifically designed to enable game creators to utilize the scalable computing resources that Microsoft deploys within our regional datacenters, to enhance their game experiences beyond what is generally possible with the finite resources of a console. This sounds great, but what does it really mean for gamers and developers?
Well, for starters let’s talk about what the Xbox Live cloud is all about. Simply stated, it’s about massive numbers of high-powered servers running in Microsoft datacenters all over the world – all performing various computing workloads. At Microsoft, running hundreds of thousands of servers that power experiences like Bing, Skype, or Xbox Live is in our DNA.
So, why did we build Xbox Live Compute? When we were planning the next generation of Xbox Live, we spent a lot of time talking with game creators about ways to make games better. We realized that there was an incredible opportunity to bring together the resources and global scale of Windows Azure, with the game services of Xbox Live to build a cloud computing platform that was uniquely focused on gaming and game creators. Our intent was to enable developers to take advantage of server resources in their games without having to deal with the challenges that come with building, managing and running servers at scale. So, we chose to provide cloud features that allow the game creators to push the limits of their gameplay experiences and apply the bulk of their investments to game creation, rather than server and operational resources. In fact, we even give them the cloud computing power for FREE so they can more easily transition to building games on Xbox One for the cloud.
As you’ve seen since its debut, Xbox One is a powerful device, and it will do amazing things for entertainment and games. The challenge with the compute power of any consumer electronics device, however, is that the resources it ships with are finite. Building games that leverage the power of the physical device often requires game creators to strike the balance between the fidelity of the player experience and the available computing resources on the device. In essence, the richness of the game world they create is often limited by what they can do with the power of the device. With every generation of console we have seen the richness of the game experiences improve as the power of the devices improved. However, in this generation, we really want to help game creators draw on the ever-expanding power of our server infrastructure to drive continuous innovation in their game experiences – innovations that translate directly to better, more engaging gaming experiences. The really exciting part becomes evident when we consider a few things game creators can do when they use these additional computing resources in the cloud:
•Higher fidelity game experiences – As I mentioned before, cloud compute can enable developers to offload computations for all sorts of environmental elements. In a typical game development scenario, the game creator needs to balance resource allocation across each area – world management, rendering, controls, networking, lighting, physics, AI, as well as networking and multiplayer. Balancing the local computing resources for all of these elements often results in developers making tradeoffs that result in more focus on core gameplay, and less on environments, NPC and other elements of world fidelity. However, when cloud compute is available to support the various computationally-intensive elements of the game, these kinds of tradeoffs become much easier for developers to make. Games can afford to provide higher fidelity worlds and deeply intelligent NPC AI all at the same time. These experiences could only be accomplished by leveraging the resources of servers.
•Improved multiplayer game experiences – This is perhaps the most obvious example of what is possible with Xbox Live Compute – dedicated servers! If you have played a lot of multiplayer games, you know that playing on dedicated game servers has advantages over peer-to-peer gameplay. With server-based multiplayer gaming, not only can more players play the game (think hundreds of players simultaneously), the gameplay will be much more reliable for the players. No more host migration interruptions, suboptimal experiences for the host, home network NAT constraints, or player cheating! Additionally, Xbox Live Compute can be utilized to persist game state so that your squad can live to fight another day without losing any progress. A great example of a game that is using Xbox Live Compute for their dedicated server multiplayer experience is “Titanfall.”
•Adaptive & evolving game play – Imagine the game you play every day improving each time you log in. Imagine joining a match in your favorite first person shooter to find new maps and game modes even though you never downloaded a game update. Imagine playing with your friend even when he/she is not online. When games are powered by Xbox Live Compute, they can be dynamically updated, tuned, changed, and improved continuously. Games will evolve and live on for greater periods of time, continually providing fresh content and new experiences. The flagship example of this application of cloud computing can be found with “Forza Motorsports 5, “and its Drivatar system.
•On-demand compute improves game availability – With all of the potentially interesting things that can be accomplished with Xbox Live Compute, one of the most important things is that the resources (e.g. servers) are available when gamers need it most. It is the geographic availability of this service, and its elastic scalability that enables gamers to connect to an available server and play without experiencing busy or unavailable servers. This ensures that games meet the changing demands of their player communities for compute, and gamers experience optimal connectivity based upon their geographic location. Additionally, it means that game creators can be assured that the server capacity they need, in the appropriate geographies, will be there when they need it.
With Xbox Live Compute we hope to inspire a new era of innovation in game development and game experiences for Xbox One. We expect that this platform will help our development community build more of their games as services – games that are intelligent, immersive and continuously evolving experiences for the players – powered by Microsoft’s ever-expanding cloud infrastructure. This is only the beginning though. We are really excited for the opportunities that lie ahead for the platform, our development community and ultimately our amazing Xbox owners. Stay tuned though, as we’re excited to share more of the nuts and bolts details about how we’re bringing this platform to life.
To learn more about how developers are taking advantage of the cloud, check out this “Forza Motorsport 5” cloud piece and watch for additional posts on games and the cloud to come.
wabo escribió:xufeitor escribió:Son vídeos para vender el motor, nada tienen que ver con las consolas. Muchas de las cosas que se ven ahí las consolas ni lo van a oler
¿Por ejemplo?
dshadow21 escribió:catetosurfer escribió:xufeitor escribió:Unreal Engine 4 - Visual Effects
Nuevo vídeo sobre el UE4, esta vez se centran en los efectos visuales usando de nuevo la demo técnica de "Infiltrator"
http://www.youtube.com/watch?v=ZrS0eqVBvdQ#t=257
Videos anteriores sobre el UE4
Estética de personajes: http://www.youtube.com/watch?v=B7D_z-fdkwc
Materiales por capas: http://www.youtube.com/watch?v=PjSFbPv3SLc
Con este motor por fin podremos experimentar la nex gen?
SI, en un PC
Johny27 escribió:¿Link?, que no tengo sueño y tengo ganas de juerga.
NosferatuX escribió:Rumor bomba en Neogaf sobre las resoluciones de Call of Duty Ghost
Pues eso, que desde Neogaf se esta comentando que la version de One iria a 720p por problemas en su desarrollo y la de PS4 a 1080p.
De ser asi vaya palazo.
Esto es lo que opinan los insiders, de momento solo thuway lo da por hecho, el resto estan esperando otras fuentes.BruceLeeRoy: waiting on secondary source.
FamousMortimer: waiting on secondary source.
Thuway: balls are out on the table in glorious 720p
Bish: Am disappoint
Y2Kev: Incredulous
Neogaf
Johny27 escribió:¿Link?, que no tengo sueño y tengo ganas de juerga.
Absolute Terror escribió:No entiendo porque no llamaron a la consola Xbox 720.
Hubiese sido el nombre mas apropiado de la historia.
Johny27 escribió:Y lo bueno es el negacionismo en el hilo de xbox juan.
Ivaneitor escribió:Johny27 escribió:Y lo bueno es el negacionismo en el hilo de xbox juan.
Hombre, yo creo que tienen todo el derecho a "negacionar"...yo le doy a este rumor la misma solidez que a los rumores de un chip gordo oculto en el soc de la one o la dgpu...
Absolute Terror escribió:No entiendo porque no llamaron a la consola Xbox 720.
Hubiese sido el nombre mas apropiado de la historia.
David Ricardo escribió:Buff, se está liando en Neogaf. Aún no está confirmado, pero parece que Call of Duty Ghosts podría ir a 1080p en PS4 y 720p en Xbox One.
Los rumores apuntan a la dificultad de trabajar con la ESRAM, la inmadurez de las herramientas de desarrollo de Microsoft y la inutilidad de la gente de Treyarch como posibles causas de esta diferencia.
NeCLaRT escribió:Infinity Ward.
El juego es visualmente de 360 "subido" de resolucion. Solo por eso no parece muy factible que pueda darse algo asi. Descartando el tema tecnico podria ser posible por dejadez o poca inversion, pero estan los fuertes acuerdos con activision para que eso tambien sea muy extraño. Ademas un titulo de poca inversion no es. Asi que yo tendria precaucion antes de meter la gamba como alguno ya la esta metiendo.
dshadow21 escribió:En Gaf san esto como la confirmación
famousmortimer escribió:Ok.
Well, fuck being coy, obviously this is the rumor I heard. It's really thin, guys. Really thin. I want two sources on anything I post here or talk about on my podcast but this I really, really wanted two sources on. And there's a few wrinkles to it as well which are interesting (if they are true). I just cannot say whether it's true or not and this is obviously a huge fucking deal. Sales are at stake. At this point I wouldn't be surprised if MS put a goddamn hit out on me.
Anyway, this is the rumor. And it's thin. It's fucking thin. To be completely honest I don't believe it. I mean... it's just weird. Anyway - supposedly Activision is doing a controlled environment review process that only huge ass games can get away with. What I heard was you got to chose a version.... either xbox one or PS4 and you didn't get to see the other one. You then go in and play it at their setup for a certain number of hours and that's it. Someone who saw the Xbox one version claims it's 720p.
Did this person count pixels? Is this known info they are telling people? Is it upscaled? I don't know the answers to any of these questions. It doesn't even make sense to me... CoD is a pretty shitty looking game, why in the hell could it not run at 1080p? I feel like if they took the time they could get the 360 version at 1080p if they wanted to... the engine is older than me. But, that's what was said.
It's impossible to get a second source because everyone is, obviously, under NDA. No one wants to get blacklisted by Activision.
And now for my opinion....
Driveclub being delayed I was pretty damn certain on. It wasn't a flimsy rumor like this. But the one thing that I'm noticing here is that the non-responses are the same. I was nervous about the driveclub thing because I was out here by myself with some random ass site I never heard of (kudos to them for being right though) and if the info ended up being wrong I was going to look like a huge asshole. Each non-answer given made me feel better about being right.
If the game is running at 1080p there's no reason to give non-answers. That's not info you want to hide. So looking at it from this angle - the rumor exists and non answers are given - I feel like that gives credence to the rumor.
But... but... but...! I've been right about a lot of shit. I should have never teased this because this rumor is fucking flimsy. More flimsy than PS4 in October which the entire internet believed. I'm not saying it's true. I expect 900p to be honest. That's a guess. I don't know. I do know there is a lot of chatter about the xbox struggling to hit 1080p.
Also, why the fuck not, Titanfall has been rumored to be targeting 720p on the xbox one as well. I'm sure that probably came up in this thread already by someone... but, yeah, that rumor seems more solid than this CoD one.