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juan19 escribió:cuenta cuenta , que es eso de que era tu jefe?
Típica foto señalando la pantalla
lherre escribió:A lo mejor es un homenaje al MW2
Nueva entrevista a Mark Rubin. El periodista pregunta bastantes cosas "comprometidas" a las que Rubin obviamente no puede contestar, aunque entre lineas da a entender bastantes cosas.GC: So, just finally, I have to ask: why does the PlayStation 4 version look so much better than the Xbox One? Is the resolution really the only difference?
MR: [laughs] Yep, it’s the only difference. The TVs are different on some of them, but… they both have their different rendering engines but they’re as close as possible. It really comes down to resolution. Xbox is upscaled 720, it’s outputting at 1080p but it’s upscaled from 720. Whereas PlayStation 4 is native 1080p. So that’s really the only graphical difference. But it is enough. Some people here are saying they don’t really notice a difference…
GC: Was that the guy with the white stick?
MR: [laugh] But yeah, the PS4 looks really good.
GC: Is the PC version still better?
MR: There’s actually some features that we’ve added to the PC that are definitively not on any other generation. We worked with Nvidia a lot with this, but we have a different form of anti-aliasing that’s really new and advanced – that isn’t on current or next gen. We have a fur shader on the dog and on the wolves, they actually have a moving fur shader that works really well, for PC. And the third one, which I think is one of the coolest ones, is we’re using Nvidia’s APEX Turbulence tech to have smoke that actually wisps and waves and moves out of the way of objects.
GC: So is that something the new consoles can’t do or you just didn’t have time to implement it?
MR: No, it’s… well, you can do almost anything, almost. Tessellation can’t be done on current gen for the most part, because it’s a DirectX 11 feature, but we could still do it but you’d get a frame rate of 2. So that really becomes the reason we do everything: the reason the Xbox One is 720, the reason the PlayStation 4 is 1080 is we’re trying to make the game look as good as it possible can and making sure we maintain our 60 frames per second.
We maintain the latency and the speed and the things that people actually care about. Even if they won’t admit it, the thing that makes Call Of Duty popular is how it feels, because of those priorities.
GC: So the obvious assumption from all this is that the PlayStation 4 is definitely more powerful than the Xbox One, is that true?
MR: [acting very embarrassed] I can’t answer that.
GC: You can’t answer it on a technical level or because you’re being diplomatic?
MR: Can’t answer that.
GC: You can’t say whether you’re avoiding the question for diplomatic reasons?
MR: [embarrassed] I just can’t say anything…
[Even the attending PR guy is looking embarrassed by this point]
PR guy: It’s very hard for us to be…
GC: Are the console manufacturers leaning on you to avoid these sort of questions?
MR: [unsure - speaking to PR guy] I don’t know if that…
MR: [even more embarrassed to us] Yeah, there’s things that we… We sign NDAs with the first parties [i.e. Microsoft and Sony - GC] and there are things that we’re not allowed to talk about.
GC: So when John Carmack and Shinji Mikami say the Xbox One and PlayStation 4 are almost identical, is that something you could agree with?
MR: Hmm… I would say that’s a bit inaccurate but I wouldn’t be able to tell you any detail of why that’s inaccurate.
GC: For diplomatic reasons?
MR: Yes.
GC: Okay, that’s fine. I think we can all read between those lines. But that’s absurd, how can they not except any journalist, any reasonable journalist, not to ask that question? It’s what everyone wants to know.
MR: [still feeling very awkward] The key thing is we try to focus people away from that sort of thing and try to focus them on the fact that the game is fun no matter what platform it’s on.
GC: Do you think with the next game you make there will there be such an obvious disparity between the two formats?
MR: Unknown… But over time… If you look at Call Of Duty 2 compared to COD 4 there’s a massive graphic difference, they look very different. So I think we’ll get better, yes.
GC: But will that same proportional gap always be there?
MR: Don’t know. Until we get there I honestly don’t know. To be not diplomatic or anything [laughs] we really don’t know. We’ve done as much as we can in the time we have to get where we’re at. Will they close the gap? Will they go off in the opposite direction? Who knows? But for this game it is what it is.
GC: Do you think everyone else will have these same problems? All these other cross-generational games that are out at launch?
MR: Well, I think they’ve already said they are haven’t they? Battlefield 4 is 720 on Xbox One and I think 900 on PS4? Titanfall has said they’re 720… So we’re not the first to say we’re 720 on the Xbox One.
GC: No, no. So they’re all obviously hitting the same wall.
MR: Yeah, so you’re reading that correctly in that it’s not specifically us doing something villainous. It’s a thing where all of us have to work at getting better at developing for both consoles. And that’s the fun part. I always use the analogy that the first game on a new console is always like an awkward first date, but once you know a lot more about each other it’s a lot better.
Esto es un extracto, aconsejo leer la entrevista entera.
http://metro.co.uk/2013/11/05/call-of-d ... t-4173810/
tiku escribió:Simplemente es más sencillo que pelotear o no, hombre. Sólo es reconocer a alguien que sabe lo que dice y reconocer a lso que hablan sin saber y que se esconden cuando les pillan
¡Suerte!
Todos los de Naughty por ejemplo los videos son in-engine con los modelados y assets del juego con más efectos aplicados pero no real-time.
realbrucest escribió:PD: yo si fuese Yoshida ya tengo al departamento de marketing devanándose los sesos para que se curren un spot cachondo de PS4 promocionado por Banderas.
xufeitor escribió:juan19 escribió:cuenta cuenta , que es eso de que era tu jefe?
Ahí le tienes de visita en mi anterior curro, es uno de los socios y productor del estudio, uno de los que ponía la pasta para nuestras nóminas.Típica foto señalando la pantalla
Y posando con el personaje que dobló
Spardy escribió:Una pregunta tonta, pero de ella depende la colocación de la consola y anterior reforma de mi habitación para hacerla hueco.
Yo la voy a poner en vertical, me he pillado el soporte y todo. Una vez estando la consola vertical y conectada, los cables quedan por el lado de la izquierda o por el lado de la derecha?
Como ejemplo, poner que cuando pones la ps3 fat en posicion vertical, el cableado queda por el lado izquierdo.
xavijan escribió:Hola,
Diria que derecho:
http://sketchfab.com/show/b7LzIm8JrnPw4GBDOMBNGYc39qM
Saludos.
Cyborg_Ninja escribió:lherre escribió:Sep, creo que ya hemos dicho que las cinemáticas del juego son muy "bonitas", eso no ha cambiadoPD: las dejas a huevo
Si, tan bonitas como el gameplay, es lo que tiene ser real-time. Estais muy mal aconstumbrados con las first de Sony y sus cutscenes pregrabadas, que desconfiados, ains.
Hidekibcn escribió:Cyborg_Ninja escribió:lherre escribió:Sep, creo que ya hemos dicho que las cinemáticas del juego son muy "bonitas", eso no ha cambiadoPD: las dejas a huevo
Si, tan bonitas como el gameplay, es lo que tiene ser real-time. Estais muy mal aconstumbrados con las first de Sony y sus cutscenes pregrabadas, que desconfiados, ains.
In-Engine =/ In-Game
The PS4 is a powerful console, but you knew that already. In a new article with Game Informer, Ready at Dawn Studios tech director Garrett Foster and art director Nathan Phail-Liff break down the console’s power and how it helps to realize the vision of the upcoming exclusive The Order: 1886.
Foster says outright that, “The power speaks [for] itself. It’s more powerful than most computers on the planet, and it is the most powerful console on the planet. With that, they allow us bare-to-the-metal access [hardware free of pre-loaded software]. We can do whatever we want to.
“Even the head of ATI a couple months ago came out and said graphics are getting held back by a software layer that PC developers just can’t take advantage of. What we’re able to do is take it to a new level where we can literally take advantage of every cycle and try to make it as best it can be.”
Art director Nathan Phail-Liff added that, “From an art standpoint, with every generational shift you can do more of everything. You can nickel and dime – ‘Oh we have this many more polygons and significant more textures.’ There’s this standard order of magnitude growth on the whole detail of level. But some of the standout things for us, going from the PS3 generation to the PS4, are the shading and internal models. That’s a huge thing.
“On PS3 there’s a lot more approximations of how objects look and respond to light. With the PS4 we can implement a much more reality-based, advanced shading model. So metals aren’t just shiny, they actually look like the physical samples in the real world. So that’s something that, for getting polygon and texture budgets just makes everything from lighting to physical objects really shine.”
xufeitor escribió:“PS4 Power Speaks for Itself, More Powerful Than Most Computers on the Planet” – The Order: 1886 Dev
Ahí, con dos cojonesThe PS4 is a powerful console, but you knew that already. In a new article with Game Informer, Ready at Dawn Studios tech director Garrett Foster and art director Nathan Phail-Liff break down the console’s power and how it helps to realize the vision of the upcoming exclusive The Order: 1886.
Foster says outright that, “The power speaks [for] itself. It’s more powerful than most computers on the planet, and it is the most powerful console on the planet. With that, they allow us bare-to-the-metal access [hardware free of pre-loaded software]. We can do whatever we want to.
“Even the head of ATI a couple months ago came out and said graphics are getting held back by a software layer that PC developers just can’t take advantage of. What we’re able to do is take it to a new level where we can literally take advantage of every cycle and try to make it as best it can be.”
Art director Nathan Phail-Liff added that, “From an art standpoint, with every generational shift you can do more of everything. You can nickel and dime – ‘Oh we have this many more polygons and significant more textures.’ There’s this standard order of magnitude growth on the whole detail of level. But some of the standout things for us, going from the PS3 generation to the PS4, are the shading and internal models. That’s a huge thing.
“On PS3 there’s a lot more approximations of how objects look and respond to light. With the PS4 we can implement a much more reality-based, advanced shading model. So metals aren’t just shiny, they actually look like the physical samples in the real world. So that’s something that, for getting polygon and texture budgets just makes everything from lighting to physical objects really shine.”
http://gamingbolt.com/ps4-power-speaks- ... r-1886-dev
Spardy escribió:Pasar de PSP a PS4 ha sido trágico para las mentes de ready at down
naxeras escribió:Hombre que va a decir una first de Sony...
Un Saludo.
xufeitor escribió:“PS4 Power Speaks for Itself, More Powerful Than Most Computers on the Planet” – The Order: 1886 Dev
Ahí, con dos cojonesThe PS4 is a powerful console, but you knew that already. In a new article with Game Informer, Ready at Dawn Studios tech director Garrett Foster and art director Nathan Phail-Liff break down the console’s power and how it helps to realize the vision of the upcoming exclusive The Order: 1886.
Foster says outright that, “The power speaks [for] itself. It’s more powerful than most computers on the planet, and it is the most powerful console on the planet. With that, they allow us bare-to-the-metal access [hardware free of pre-loaded software]. We can do whatever we want to.
“Even the head of ATI a couple months ago came out and said graphics are getting held back by a software layer that PC developers just can’t take advantage of. What we’re able to do is take it to a new level where we can literally take advantage of every cycle and try to make it as best it can be.”
Art director Nathan Phail-Liff added that, “From an art standpoint, with every generational shift you can do more of everything. You can nickel and dime – ‘Oh we have this many more polygons and significant more textures.’ There’s this standard order of magnitude growth on the whole detail of level. But some of the standout things for us, going from the PS3 generation to the PS4, are the shading and internal models. That’s a huge thing.
“On PS3 there’s a lot more approximations of how objects look and respond to light. With the PS4 we can implement a much more reality-based, advanced shading model. So metals aren’t just shiny, they actually look like the physical samples in the real world. So that’s something that, for getting polygon and texture budgets just makes everything from lighting to physical objects really shine.”
http://gamingbolt.com/ps4-power-speaks- ... r-1886-dev
xufeitor escribió:“PS4 Power Speaks for Itself, More Powerful Than Most Computers on the Planet” – The Order: 1886 Dev
Ahí, con dos cojonesThe PS4 is a powerful console, but you knew that already. In a new article with Game Informer, Ready at Dawn Studios tech director Garrett Foster and art director Nathan Phail-Liff break down the console’s power and how it helps to realize the vision of the upcoming exclusive The Order: 1886.
Foster says outright that, “The power speaks [for] itself. It’s more powerful than most computers on the planet, and it is the most powerful console on the planet. With that, they allow us bare-to-the-metal access [hardware free of pre-loaded software]. We can do whatever we want to.
“Even the head of ATI a couple months ago came out and said graphics are getting held back by a software layer that PC developers just can’t take advantage of. What we’re able to do is take it to a new level where we can literally take advantage of every cycle and try to make it as best it can be.”
Art director Nathan Phail-Liff added that, “From an art standpoint, with every generational shift you can do more of everything. You can nickel and dime – ‘Oh we have this many more polygons and significant more textures.’ There’s this standard order of magnitude growth on the whole detail of level. But some of the standout things for us, going from the PS3 generation to the PS4, are the shading and internal models. That’s a huge thing.
“On PS3 there’s a lot more approximations of how objects look and respond to light. With the PS4 we can implement a much more reality-based, advanced shading model. So metals aren’t just shiny, they actually look like the physical samples in the real world. So that’s something that, for getting polygon and texture budgets just makes everything from lighting to physical objects really shine.”
http://gamingbolt.com/ps4-power-speaks- ... r-1886-dev
xufeitor escribió:Spardy escribió:Pasar de PSP a PS4 ha sido trágico para las mentes de ready at down
Bocachancla Nº 5235 escribió:Foster says outright that, “The power speaks [for] itself. It’s more powerful than most computers on the planet, and it is the most powerful console on the planet. With that, they allow us bare-to-the-metal access [hardware free of pre-loaded software]. We can do whatever we want to.
josemurcia escribió:naxeras escribió:Hombre que va a decir una first de Sony...
Un Saludo.
Pues para soltar una bocachanclada como esta mejor que se estén calladitos.
Tanta tonteria cuando esta semana muestran gameplay nuevo de Ryse? Posiblemente hoy a las 18:00(mas o menos) , cuando IGN tenga a bien poner los videos.
Un saludo.
xufeitor escribió: Ryse: Son of Rome campaign livestream today: 2PM PST
http://www.twitch.tv/microsoftstudios
http://playxbla.com/ryse-son-of-rome-li ... twitch-tv/
Robado vilmente a NucelarGen
Cyborg_Ninja escribió:
Tanta tonteria cuando esta semana muestran gameplay nuevo de Ryse? Posiblemente hoy a las 18:00(mas o menos) , cuando IGN tenga a bien poner los videos.
Un saludo.
Ni caso, ya te digo que en cuanto ND o Santa Monica anuncien sus proyectos esta misma gente va a cambiar radicalmente su argumentacion, siempre lo hacen, si todavia me acuerdo de la gente flipandolo con la famosa secuencia de Uncharted 3 en el desierto o la primera de TLOU que resultaron ser pregrabadas y que luego ingame no tenian nada que ver. Hasta tenemos a lherre que es por aqui alguien que lo que diga va a misa intentando quitarle hierro al downgrade que pegan algunos juegos de Sony en el ingame o intentando hacer creer que una parte ingame del juego podria ser una cutscene cuando es descarado que no.
Lo que pasa es que con Ryse, es tan impresionante a nivel tecnico que les rompe todos sus esquemas, y toca buscarle las cosquillas a una cinematica en tiempo real (que obviamente, corre bajo el hard de la consola) o bien a cruzar los dedos para que sean pregrabadas, da igual que la calidad del ingame sea identica o con la misma diferencia que todos los juegos que usen cutscenes en tiempo real y tal, en resumen que hay poco a lo que agarrarse y es mas desesperacion que otra cosa. Aqui lo de "tiene la iluminacion prebaked o dinamica" no les sirve, que es basicamente toda la argumentacion de algunos para desacreditar a Forza 5, y claro... y si todo esto no funciona, "es bonito".
eloskuro escribió:xufeitor escribió: Ryse: Son of Rome campaign livestream today: 2PM PST
http://www.twitch.tv/microsoftstudios
http://playxbla.com/ryse-son-of-rome-li ... twitch-tv/
Robado vilmente a NucelarGen
A las 23:00 hora española, 22:00 en canarias
Cyborg_Ninja escribió:Lo que pasa es que con Ryse, es tan impresionante a nivel tecnico que les rompe todos sus esquemas, y toca buscarle las cosquillas a una cinematica en tiempo real (que obviamente, corre bajo el hard de la consola) o bien a cruzar los dedos para que sean pregrabadas, da igual que la calidad del ingame sea identica o con la misma diferencia que todos los juegos que usen cutscenes en tiempo real y tal, en resumen que hay poco a lo que agarrarse y es mas desesperacion que otra cosa. Aqui lo de "tiene la iluminacion prebaked o dinamica" no les sirve, que es basicamente toda la argumentacion de algunos para desacreditar a Forza 5, y claro... y si todo esto no funciona, "es bonito".
Lo que pasa es que con Ryse, es tan impresionante a nivel tecnico que les rompe todos sus esquemas, y toca buscarle las cosquillas a una cinematica en tiempo real (que obviamente, corre bajo el hard de la consola) o bien a cruzar los dedos para que sean pregrabadas, da igual que la calidad del ingame sea identica o con la misma diferencia que todos los juegos que usen cutscenes en tiempo real y tal, en resumen que hay poco a lo que agarrarse y es mas desesperacion que otra cosa. Aqui lo de "tiene la iluminacion prebaked o dinamica" no les sirve, que es basicamente toda la argumentacion de algunos para desacreditar a Forza 5, y claro... y si todo esto no funciona, "es bonito".
Si Ryse va a requerir 47GB para su instalacion y no lleva escenas pregrabadas, sera porque han incluido un making off que dure mas que el propio juego.
Eso, o como extra tras los creditos se desbloquea la pelicula Gladiator.
However, some reviews have suggested the PS4 version does not maintain a consistent frame rate as desired.
"The PlayStation 4 version... has noticeable technical issues, sometimes slowing to a crawl, particularly during set-piece moments with multiple effects," reported Joystiq.
"Frame rate hitches happen throughout the campaign on PlayStation 4 and, in a series known for its Hollywood-inspired bombast, it detracted from the experience.
Si Ryse va a requerir 47GB para su instalacion y no lleva escenas pregrabadas, sera porque han incluido un making off que dure mas que el propio juego.
A mí, para empezar, Ryse no me parece impresionante a nivel técnico; me parece simplemente bueno a nivel visual, pero luego también habrá que analizar las posibilidades del juego y si el consumo de recursos se vuelca mayoritariamente en el apartado visual o no.
josemurcia escribió:Porque en técnicamente no solo se mete lo visual, también se meten cosas como las físicas y las animaciones.
Físicas el juego no tiene, y las animaciones fuera de los scripts son malísimas.
Y sí, GTA V le da mil vueltas a Uncharted técnicamente.
josemurcia escribió:Porque en técnicamente no solo se mete lo visual, también se meten cosas como las físicas y las animaciones.
Físicas el juego no tiene, y las animaciones fuera de los scripts son malísimas.
Y sí, GTA V le da mil vueltas a Uncharted técnicamente.
Romcol escribió:Si Ryse va a requerir 47GB para su instalacion y no lleva escenas pregrabadas, sera porque han incluido un making off que dure mas que el propio juego.
Eso, o como extra tras los creditos se desbloquea la pelicula Gladiator.
Natsu escribió:Romcol escribió:Si Ryse va a requerir 47GB para su instalacion y no lleva escenas pregrabadas, sera porque han incluido un making off que dure mas que el propio juego.
Eso, o como extra tras los creditos se desbloquea la pelicula Gladiator.
A lo mejor es el audio que está doblado a todos los idiomas existentes más sus dialectos
Cyborg_Ninja escribió:Y sí, GTA V le da mil vueltas a Uncharted técnicamente.
No lo creo.
gynion escribió:Cyborg_Ninja escribió:Y sí, GTA V le da mil vueltas a Uncharted técnicamente.
No lo creo.
GTA V combina detallazos gráficos con posibilidades jugables (hay que calcular muchísimas cosas para eso), mientras que en Uncharted está todo mucho más precalculado y scripteado.