pinaculo escribió:Tu pilla el que te guste grinch, korvaio también andará por ahí, pero vamos, que yo por recomendar, recomiendo el médico brujo, encima luego, como con todos, hay variantes en las builds.
pinaculo escribió:Hazte un médico brujo, si salen cosas para distintas builds podemos tradear las cosas, jejeje, a mi desde luego es el que más me divierte, aunque me haré todos casi seguro, tengo muchísimas ganas del juego, pero aparte es que me encantó.
Grinch escribió:pinaculo escribió:Lo primero es lo primero. QUE SALGA EL PUÑETERO JUEGO
pinaculo escribió:Grinch escribió:pinaculo escribió:Lo primero es lo primero. QUE SALGA EL PUÑETERO JUEGO
Que salga el juego, pero por dios, que no nos digan que pesa 60 gb, que de otro modo hasta el viernes no lo huelo.
Todavía 9 días, su puta madre
Aizzon escribió:Podiamos hacer una quedada el dia de la salida, para subir los personajes, yo me pase de play a xbox asi q mi lista para el diablo vacia.
chor escribió:Creo que este juego lo cogeremos muchos con ganas .
ScopezZ96 escribió:me podrias decir que novedades tiene el de la one respecto al de PC chavales? Gracias cracks
bulkathos9 escribió:Aizzon escribió:Podiamos hacer una quedada el dia de la salida, para subir los personajes, yo me pase de play a xbox asi q mi lista para el diablo vacia.
Cuenta con mi hacha!!! Estare dandole fuerte todo el tiempo que pueda.
Aizzon escribió:bulkathos9 escribió:Aizzon escribió:Podiamos hacer una quedada el dia de la salida, para subir los personajes, yo me pase de play a xbox asi q mi lista para el diablo vacia.
Cuenta con mi hacha!!! Estare dandole fuerte todo el tiempo que pueda.
Apuntado! de momento Bulkathos9 y Aizzon . El martes cuando nos quede una semana para el lanzamiento del juego hare un post especifico para la quedada. Yo ya subi 10 niveles 60s entre pc , ps3 mas los +90s en diablo II
ahora toca en la one , quien se quiera apuntar que me envie mp o lo postee y voy haciendo lista. Entre este y Destiny vamos a tener unos meses a full
chor escribió:Por?
pinaculo escribió:chor escribió:Por?
Me estoy comiendo los huevos, con las uñas ya termine.
Estaría bien añadir la encuesta que comento grinch de qué personajes escogerá la gente. Pero no se si sólo el creador del hilo puede.
Este me tiene con muchísimas más ganas que el destiny. Entre esos dos llegare a the división y the witcher
bulkathos9 escribió:Diablo 2... creo que es el juego que más horas le he dedicado en mi vida. Juas juas
pinaculo escribió:chor escribió:Por?
Me estoy comiendo los huevos, con las uñas ya termine.
Estaría bien añadir la encuesta que comento grinch de qué personajes escogerá la gente. Pero no se si sólo el creador del hilo puede.
Este me tiene con muchísimas más ganas que el destiny. Entre esos dos llegare a the división y the witcher
Grinch escribió:pinaculo escribió:chor escribió:Por?
Me estoy comiendo los huevos, con las uñas ya termine.
Estaría bien añadir la encuesta que comento grinch de qué personajes escogerá la gente. Pero no se si sólo el creador del hilo puede.
Este me tiene con muchísimas más ganas que el destiny. Entre esos dos llegare a the división y the witcher
Creo que un mod puede agregarla tambien
Ok mensaje enviado a un mod.
Aizzon escribió:bulkathos9 escribió:Diablo 2... creo que es el juego que más horas le he dedicado en mi vida. Juas juas
Con tu nick me lo estas diciendo todo jajaja, yo soy de la epoca de 1.09 con la amazona y su buriza bug, el wf y ya despues 1.10 con enigma,hoto,cta.. que tiempos .
He visto un post que pregunta sobre las diferencias entre pc y consolas. No son exactamente iguales en consolas puedes jugar 4 jugadores en tu mismo salon de casa, despues tienes la opcion de jugar en red local y tiene mas cambios dentro del juego , aparte que el loot y la xp sube bastante en la version evil edition.
pinaculo escribió:Eso sólo lo hago cuando los juegos multi no van a 1080, en caso de que mis ojos no se dañen con escasa calidad, los pillo en One, por el mando, y tal, jajaja
Aizzon escribió:pinaculo escribió:Eso sólo lo hago cuando los juegos multi no van a 1080, en caso de que mis ojos no se dañen con escasa calidad, los pillo en One, por el mando, y tal, jajaja
Ahora ya todos los multis iran igual en ambas, asi que One al poder! Jaja
pinaculo escribió:Aizzon escribió:pinaculo escribió:Eso sólo lo hago cuando los juegos multi no van a 1080, en caso de que mis ojos no se dañen con escasa calidad, los pillo en One, por el mando, y tal, jajaja
Ahora ya todos los multis iran igual en ambas, asi que One al poder! Jaja
Era una coña, a mi me da igual, lo único que me molesta es la mítica cantinela de 1080 1080 1080. Yo no tengo la play, es un consolon, pero doy prioridad a los amigos de One, la ps4 la tiene mi vecino, y aunque la veo y uso habitualmente, estoy contentísimo con la mía.
En los últimos tiempos son noticia las instalaciones de los videojuegos por su voluminoso tamaño, y en esta ocasión el toca el turno a un Diablo III: Ultimate Evil Edition que asombra en el continente europeo por su mastodóntico espacio en disco duro.
Según hemos podido saber, gracias a la información del Store de PlayStation Network que puede verse acompañando a la noticia, en Europa el título ocupa la friolera de 62,7GB. ¿El motivo principal de ello? Se debe, sobre todo, a los archivos regionales, puesto que en Norteamérica su tamaño es mucho más modesto, sólo de 26,1GB.
bulkathos9 escribió:Por lo que veo en la encuesta el cruzado debe ser la puta caña!!! Tengo el juego en pc pero no compré la expansión esperando el de consola, así que esta es la única clase que me falta por jugar. Tan bueno es?
pinaculo escribió:No tiene por qué ser bueno, lo que seguro que es nuevo. Habrá gente que quiera probarlo.
Si entras en los foros de eu.battle.net verás las clases que la gente considera buenas y tal, pero al final, todas. Con la build y el equipo adecuado claro está.
Aizzon escribió:Yo espero que este para la madrugada del lunes y dejarlo descargando toda la noche
mocolostrocolos escribió:Aizzon escribió:Yo espero que este para la madrugada del lunes y dejarlo descargando toda la noche
La precarga se puede hacer desde el domingo.
Diablo 3 on console: when is 60fps not really 60fps?
Gameplay can run at two frame-rates simultaneously on PS4 and Xbox One - but right now the Microsoft console has the advantage.
By Thomas Morgan Published Tuesday, 12 August 2014
When is 60fps not truly 60fps? That's the question we asked ourselves as we played through the PS4 and Xbox One renditions of Diablo 3 - a game that targets that tip-top number but with bizarre consequences owing to the unusual rendering set-up of Blizzard's in-house engine.
To cut to the chase, the PS4 version isn't as smooth in action as its Xbox One counterpart, despite both versions sharing identical assets to PC on its highest settings. Having tested both extensively over the last few days, with a mind to produce a full Face-Off feature once the Gamescom mania is dispensed with, the promise of 60fps is, on the face of it, delivered on both of the new-wave consoles. We ran both versions of the game through our analysis tools, which reported a flawless frame-rate on both - but there's a catch.
Unique to Diablo 3 is its method of producing frames, where character animations, alpha effects and its lighting model are rendered independently of camera movement. As you can see in our video below, actual gameplay can stutter down to near the 40fps line on PS4, while the camera continues to pan across the environment at a clean 60fps. It's difficult to ascertain exactly why the game presents itself like this, but it may well be the case that Blizzard has adopted a rendering strategy that ensures a 60fps refresh regardless, while some important elements of the scene to be updated at varying intervals. If so, it's an interesting technique that doesn't quite pan out.
Exclusive to console
diablo
Playing Diablo 3 on PlayStation 4 and Xbox One remains close in design to the last-gen console versions, albeit blended with top-end PC visuals. All console editions benefit from some unique design choices and features not available on PC though, including:
A buddy system, which allows a player to join a friend's game despite their level. To avoid embarrassing scenes, the console versions will automatically scale health and attack damage so a lower-levelled player remains competitive.
A new Nemesis dynamic, also not available on PC as yet. While the specifics of how this works are still being established, the core idea is tantalising. Essentially, an enemy AI that defeats a player is flagged as a unique "Nemesis" character, who can then proceed to invade your friends' game worlds to wreak havoc (and even level up independently a maximum of five times).
The mail system is console only too, allowing players to mail gifts and items to friends.
The PS3 and PS4 also boast some exclusive themed content. Sony console versions see extra armour added, as based on the lore of Shadow of the Colossus, and also a Last of Us-themed Nephalem Rift area.
Finally, the Dual Shock 4's features are utilised in subtle ways. Different sides of the touch-pad allow access to separate menus for instance, while the front light bar helpfully corresponds to the colour of each character during local co-op play.
Our test is running the full, disc-based UK versions of each game, on the most up-to-date patch available at the time of writing. Specifically, the PS4 runs at full 1080p as promised, with patch version C2.0.0.24791 instated on the menu screen, while the Xbox One renders at a lesser 900p resolution with the C2.0.0.24514 build in effect. Of course, we're promised a day-one update to 1080p on Microsoft's platform, with Blizzard seeing an opportunity in the June SDK to optimise further.
Based on our video analysis, each game renders out a perfect 60 frames per second - but in analysing the all-crucial gameplay, we see frame-rates on both platforms running with different practical results. Based on our initial playthrough, the worst of it occurs at the very start on PS4; around the gates of the New Tristram hub area. Characters and projectile arrows can run at essentially half their frame-rates as skeletons rise from the perimeter. Despite repeated tests, the Xbox One version only produces occasional hiccups in matching scenes.
[video=youtube]http://www.youtube.com/watch?v=V-UmoGI_5yw[/video]
The PlayStation 4 version trumps the Xbox One in resolution, but flounders in frame-rate. As shown here, both achieve a 60fps lock, but Diablo 3's rendering setup causes character animations to drop frames independently of camera movement - with Sony's console being a more frequent offender.
So what's actually running at 60fps? From close study of each frame, camera motion, HUD elements such as the glowing Fury orb to the left, and shader distortion effects each run a full refresh. In terms of playability, the PS4 does not quite control in the same way as a result of stutters elsewhere - with our Barbarian character lagging behind occasionally during both combat and traversal.
In essence then, while Diablo 3 can in some part claim to be operating at a perfect 60Hz refresh, the core hack-and-slash mechanics don't quite hit the same lofty target. It's unfortunate, and affects the heart of the combat at times where inconsistency in controller feedback can be jarring. Equally confusing is the fact it impacts the PS4 version primarily, while the Xbox One - which clearly utilises the same technique - only suffers its wrath to a light degree.
So what could be the cause? It's unusual to see an engine rendering different elements of a game at different rates, but we've seen tricks in this vein before to save on performance. Recent entries in the Forza Motorsport series, for example, halve the frame-rate of certain reflections to maintain the 60fps of its core handling. Elsewhere, we've seen Dark Souls 2 strip away frames from enemy animations in the distance - noticed in expansive areas such as No Man's Wharf - where drawing closer brings back their full rate of motion. Trials Fusion's shadows also render at varying levels of refresh (either quarter or halved) based on distance.
But this is different - the opening battle at the New Tristram gates is an extreme case, but we also see frames being cut on Sony's platform where the Xbox One is smoother throughout - and often without any obvious correlation to the on-screen action. Wandering uncontested through the more simplistic Fields of Misery area, for example, can cause occasional dropped frames, while hectic maelstroms of effects around Act 3's Battlefields run as smooth as butter.
Evidently, this isn't just down to the PS4's GPU struggling to render multiple enemies on-screen or complex scenes. Even with huge bursts of alpha effects and dozens of enemies flying from all angles, the console regularly proves it can hold up at 60fps where it counts - even in co-op multiplayer. This suggests a GPU bottleneck from running at 1080p is, in all likelihood, unlikely to be the cause. As a possibility, these dips may come down to Diablo 3's managing of background processes; CPU-side calculations, or asset streaming beyond the player's field of view.
Based on its PC incarnation, this theory has merit. The engine has shown a limitation in support for multi-threaded CPUs, which has become a core facet of new-wave console design. It's conceivable that parts of the engine are hitting a bottleneck here, where the boost to the Xbox One's CPU clock speeds (up 1.75GHz per core, as opposed to the 1.6GHz on PS4) could possibly make an impact. But in truth, this is just speculation for now.
Despite the dual frame-rate issue, Diablo 3 on the new consoles fundamentally remains an excellent title, forging the top-end PC graphical standard with the four player drop-in, drop-out living room co-op that made the last-gen releases such a pleasure to play. This release also features the Reaper of Souls expansion's additional fifth act, the Crusader class, and adventure mode, which is an extra expense for PC owners.
The technological glitches are unusual though - and something we'll explore in more testing scenarios in our upcoming Face-Off. We hope the PS4 side sees some attention so the refresh on all counts matches its Xbox One sibling. Both platforms share effects quality ramped up to the same level, with each a match for the PC's highest smoothed shadow setting. The only other discrepancy on paper is the 900p and 1080p resolution divide, but in practice with a game of Diablo 3's gloomy aesthetic, the PS4's resolution advantage doesn't quite shine through as brightly as we'd hoped, where high contrast edges are uncommon. Each version is paired with heavy post-process anti-aliasing too, making the wide chasm in pixel-rate trickier still to catch by eye.
And yet, once the next patch hits, we're soon to see the Xbox One come up to par with a 1080p frame-buffer. But with its current performance advantage in actual gameplay, it's unclear whether such an update will in fact do more harm than good - or if future patches stand to resolve the PS4's issues. We'll return to the game with a full Face-Off - including co-op stress tests on some really demanding levels - once the launch day patches are in full effect.
http://www.eurogamer.net/articles/digit ... ocialoomph
WILL_2 escribió:Pues según DF la mejor versión de Diablo 3 (según su análisis preliminar) es la de...Diablo 3 on console: when is 60fps not really 60fps?
Gameplay can run at two frame-rates simultaneously on PS4 and Xbox One - but right now the Microsoft console has the advantage.
By Thomas Morgan Published Tuesday, 12 August 2014
When is 60fps not truly 60fps? That's the question we asked ourselves as we played through the PS4 and Xbox One renditions of Diablo 3 - a game that targets that tip-top number but with bizarre consequences owing to the unusual rendering set-up of Blizzard's in-house engine.
To cut to the chase, the PS4 version isn't as smooth in action as its Xbox One counterpart, despite both versions sharing identical assets to PC on its highest settings. Having tested both extensively over the last few days, with a mind to produce a full Face-Off feature once the Gamescom mania is dispensed with, the promise of 60fps is, on the face of it, delivered on both of the new-wave consoles. We ran both versions of the game through our analysis tools, which reported a flawless frame-rate on both - but there's a catch.
Unique to Diablo 3 is its method of producing frames, where character animations, alpha effects and its lighting model are rendered independently of camera movement. As you can see in our video below, actual gameplay can stutter down to near the 40fps line on PS4, while the camera continues to pan across the environment at a clean 60fps. It's difficult to ascertain exactly why the game presents itself like this, but it may well be the case that Blizzard has adopted a rendering strategy that ensures a 60fps refresh regardless, while some important elements of the scene to be updated at varying intervals. If so, it's an interesting technique that doesn't quite pan out.
Exclusive to console
diablo
Playing Diablo 3 on PlayStation 4 and Xbox One remains close in design to the last-gen console versions, albeit blended with top-end PC visuals. All console editions benefit from some unique design choices and features not available on PC though, including:
A buddy system, which allows a player to join a friend's game despite their level. To avoid embarrassing scenes, the console versions will automatically scale health and attack damage so a lower-levelled player remains competitive.
A new Nemesis dynamic, also not available on PC as yet. While the specifics of how this works are still being established, the core idea is tantalising. Essentially, an enemy AI that defeats a player is flagged as a unique "Nemesis" character, who can then proceed to invade your friends' game worlds to wreak havoc (and even level up independently a maximum of five times).
The mail system is console only too, allowing players to mail gifts and items to friends.
The PS3 and PS4 also boast some exclusive themed content. Sony console versions see extra armour added, as based on the lore of Shadow of the Colossus, and also a Last of Us-themed Nephalem Rift area.
Finally, the Dual Shock 4's features are utilised in subtle ways. Different sides of the touch-pad allow access to separate menus for instance, while the front light bar helpfully corresponds to the colour of each character during local co-op play.
Our test is running the full, disc-based UK versions of each game, on the most up-to-date patch available at the time of writing. Specifically, the PS4 runs at full 1080p as promised, with patch version C2.0.0.24791 instated on the menu screen, while the Xbox One renders at a lesser 900p resolution with the C2.0.0.24514 build in effect. Of course, we're promised a day-one update to 1080p on Microsoft's platform, with Blizzard seeing an opportunity in the June SDK to optimise further.
Based on our video analysis, each game renders out a perfect 60 frames per second - but in analysing the all-crucial gameplay, we see frame-rates on both platforms running with different practical results. Based on our initial playthrough, the worst of it occurs at the very start on PS4; around the gates of the New Tristram hub area. Characters and projectile arrows can run at essentially half their frame-rates as skeletons rise from the perimeter. Despite repeated tests, the Xbox One version only produces occasional hiccups in matching scenes.
[video=youtube]http://www.youtube.com/watch?v=V-UmoGI_5yw[/video]
The PlayStation 4 version trumps the Xbox One in resolution, but flounders in frame-rate. As shown here, both achieve a 60fps lock, but Diablo 3's rendering setup causes character animations to drop frames independently of camera movement - with Sony's console being a more frequent offender.
So what's actually running at 60fps? From close study of each frame, camera motion, HUD elements such as the glowing Fury orb to the left, and shader distortion effects each run a full refresh. In terms of playability, the PS4 does not quite control in the same way as a result of stutters elsewhere - with our Barbarian character lagging behind occasionally during both combat and traversal.
In essence then, while Diablo 3 can in some part claim to be operating at a perfect 60Hz refresh, the core hack-and-slash mechanics don't quite hit the same lofty target. It's unfortunate, and affects the heart of the combat at times where inconsistency in controller feedback can be jarring. Equally confusing is the fact it impacts the PS4 version primarily, while the Xbox One - which clearly utilises the same technique - only suffers its wrath to a light degree.
So what could be the cause? It's unusual to see an engine rendering different elements of a game at different rates, but we've seen tricks in this vein before to save on performance. Recent entries in the Forza Motorsport series, for example, halve the frame-rate of certain reflections to maintain the 60fps of its core handling. Elsewhere, we've seen Dark Souls 2 strip away frames from enemy animations in the distance - noticed in expansive areas such as No Man's Wharf - where drawing closer brings back their full rate of motion. Trials Fusion's shadows also render at varying levels of refresh (either quarter or halved) based on distance.
But this is different - the opening battle at the New Tristram gates is an extreme case, but we also see frames being cut on Sony's platform where the Xbox One is smoother throughout - and often without any obvious correlation to the on-screen action. Wandering uncontested through the more simplistic Fields of Misery area, for example, can cause occasional dropped frames, while hectic maelstroms of effects around Act 3's Battlefields run as smooth as butter.
Evidently, this isn't just down to the PS4's GPU struggling to render multiple enemies on-screen or complex scenes. Even with huge bursts of alpha effects and dozens of enemies flying from all angles, the console regularly proves it can hold up at 60fps where it counts - even in co-op multiplayer. This suggests a GPU bottleneck from running at 1080p is, in all likelihood, unlikely to be the cause. As a possibility, these dips may come down to Diablo 3's managing of background processes; CPU-side calculations, or asset streaming beyond the player's field of view.
Based on its PC incarnation, this theory has merit. The engine has shown a limitation in support for multi-threaded CPUs, which has become a core facet of new-wave console design. It's conceivable that parts of the engine are hitting a bottleneck here, where the boost to the Xbox One's CPU clock speeds (up 1.75GHz per core, as opposed to the 1.6GHz on PS4) could possibly make an impact. But in truth, this is just speculation for now.
Despite the dual frame-rate issue, Diablo 3 on the new consoles fundamentally remains an excellent title, forging the top-end PC graphical standard with the four player drop-in, drop-out living room co-op that made the last-gen releases such a pleasure to play. This release also features the Reaper of Souls expansion's additional fifth act, the Crusader class, and adventure mode, which is an extra expense for PC owners.
The technological glitches are unusual though - and something we'll explore in more testing scenarios in our upcoming Face-Off. We hope the PS4 side sees some attention so the refresh on all counts matches its Xbox One sibling. Both platforms share effects quality ramped up to the same level, with each a match for the PC's highest smoothed shadow setting. The only other discrepancy on paper is the 900p and 1080p resolution divide, but in practice with a game of Diablo 3's gloomy aesthetic, the PS4's resolution advantage doesn't quite shine through as brightly as we'd hoped, where high contrast edges are uncommon. Each version is paired with heavy post-process anti-aliasing too, making the wide chasm in pixel-rate trickier still to catch by eye.
And yet, once the next patch hits, we're soon to see the Xbox One come up to par with a 1080p frame-buffer. But with its current performance advantage in actual gameplay, it's unclear whether such an update will in fact do more harm than good - or if future patches stand to resolve the PS4's issues. We'll return to the game with a full Face-Off - including co-op stress tests on some really demanding levels - once the launch day patches are in full effect.
http://www.eurogamer.net/articles/digit ... ocialoomph