trane escribió:ReinLOL escribió:en mi opinion el ryse es el tipico juego de principio de gen que pasara al olvido en poco mas de un año, como genji o perfect dark zero.
Mas bien, a mi One me recuerda bastante a PS3 en el inicio. Ryse= Heanly Sword, en aquella época era muy bruto técnicamente, buenas moldeados de los personajes que parecían reales. Panzer a Liar. Nube = powerfull Cell. La dimisión de Dom Matrick = Kutaragi. Y un largo etc si uno empieza a mirar detenidamente.
Es una gilipollez lo se, pero no deja de ser curioso
Yo
igualar a Dom Matrick con Kutaragi no lo veo. Kutaragi, aún haciendo lo que hizo con el desarrollo de Ps3, me tiene mucho mayor respeto que Matrick... que realmente
agradecí que se fuera (nunca me gustó mucho ese hombre).
Cosillas del reportaje de Eurogamer sobre los juegos de lanzamiento de XOne:
Ryse escribió:"The difference between 900 and 1080 it's like... when some of the best rendering programmers in the world, when we sit down and look at the difference and they're like, no, 900 is fine, the difference is infinitesimal that you're not going to really recognise it."
P J Esteves, design director, Crytek
Ryse escribió:I've been telling people, guys, this is just the first game. If we can do this on the first game, can you imagine the second generation, once we really start wrapping our head around what the cloud can do? I joke, dude, if I can do 10,000 AI, and I use the cloud to compute the processing power, then you bet your ass you're going to have a battle with 10,000 AI in it, because that's what we want to do.
P J Esteves, design director, Crytek
KSR escribió:People will always look at numbers. Even today, the latest iPad has come out, and everyone's like, well, what's the resolution? Apple did that Retina display and moved it away from numbers because after a while they found you just can't compete there. It's almost meaningless after a while. You get to a certain resolution where it doesn't make any difference if I add more pixels. The human eye can't pick it up.
Danny Isaac, executive producer, Rare
KSR escribió:We actually started at 720p and we didn't think we had a problem there. The world still looked lush. The water looked fantastic. We went up to 960 and it got a bit crisper, and I remember looking at it going, 'actually, yeah, that's a big improvement.'
When we went up from 960 to 1080 I was like, well, do you know what? From an actual living room perspective, we couldn't really tell the difference.
Danny Isaac, executive producer, Rare
KSR escribió:Did you at any point have the game running at 60 frames per second, which would obviously be the ideal?
Danny Isaac: We didn't. There's a natural body lag. If you think about the distance you have to press a button or move a joypad, it's actually tiny, compared to the steering wheel in your car, for example. Your full lock on a joypad is a fraction of an inch. Your full lock in your car is a lot. So in the real world there's a lot more travel.
If I'm trying to drive the wake racer to go left or right, I can only move my hands so fast, and it's a lot less than my controller. So 30 frames is actually a sweet point for us.
Me parece curioso que el desarrollador de Rare primero ningunee el tema de
los pixeles a más y despues valore tan positivamente haber conseguido 1080p para el juego...