› Foros › Multiplataforma › General
NeCLaRT escribió:RuneSworD escribió:Llegados a este punto de puterío, veo un kickstarter como la mejor opción y, si se propone para PC, mejor. Menos coste y que les follen a las zorras de Sony, Nintendo y Microsoft, que creo que ya han perdido demasiadas oportunidades. ¡A fregar!
Ya pero entonces todo el bloque de fans del juego que estan en las consolas, que lo logico seria pensar que son mayoria, seria raro que apoyaran el proyecto.
Es complejo porque deberia cubrir muchas plataformas para acaparar la legion de fans entera que requeriria, almenos un ONE/PS4/PC.
Gromber escribió:El problema es que algunas de esas plataformas son reacias a este tipo de financiación y toca ver si podrían llegar a un acuerdo para que den códigos para dichas consolas.
QuiNtaN escribió:Gromber escribió:El problema es que algunas de esas plataformas son reacias a este tipo de financiación y toca ver si podrían llegar a un acuerdo para que den códigos para dichas consolas.
El ejemplo lo tenemos con el Project Racing, financiado por kickstarter y con versión de consolas también en camino.
josemurcia escribió:Para el que quiera probar los tests hechos en la conferencia de ayer sobre OpenGL, me he tomado la libertad de compilar la aplicación para Windows. https://github.com/nvMcJohn/apitest
Se usa de la siguiente manera:
Con las flechas izquierda y derecha se cambia de problema.
Con las flechas arriba y abajo se cambia de solución.
Con la letra 'a' se alterna entre OpenGL y DirectX 11.
Como mi gráfica es una porquería que no es compatible con DX11 y solo con OpenGL hasta 3.3 no me sirve de nada, alguien con una gráfica compatible que la pruebe y que nos diga la diferencia en cuanto a fps que suponen las gráficas de las diapositivas.
https://mega.co.nz/#!7NQEkbTK!bQtj2TtJN ... 9PDwA-qnis
adriano_99 escribió:Yo lo he hecho y he hecho capturas, tengo una GTX670 y un FX8320.
Como puedo subir las capturas? He ido a imageshack y me dice que me tengo que hacer premium para poder seguir subiendo fotos O.o
josemurcia escribió:adriano_99 escribió:Yo lo he hecho y he hecho capturas, tengo una GTX670 y un FX8320.
Como puedo subir las capturas? He ido a imageshack y me dice que me tengo que hacer premium para poder seguir subiendo fotos O.o
En lugar de las capturas te recomiendo que ejecutes la aplicación desde la terminal así:
apitest.exe -b >> resultado.txt
Y te hará todos los tests solo y te volcará el resultado en un archivo de texto del que puedes pegar aquí directamente.
apitest.exe -b >> result.txt
josemurcia escribió:Más fácil.
Crea un archivo de texto en la misma carpeta en la que tienes el exe. Pega esto y guardalo:apitest.exe -b >> result.txt
Cambiale la extensión al archivo de texto a .bat.
Ejecuta el .bat.
Solution NullSolution - Initializing.
Solution NullSolution - Initialize complete (Success: true).
Solution NullSolution - shutdown beginning.
Solution NullSolution shutdown complete.
Solution GLBufferSubData - Initializing.
Solution GLBufferSubData - Initialize complete (Success: true).
Solution GLBufferSubData - shutdown beginning.
Solution GLBufferSubData shutdown complete.
Solution GLMapUnsynchronized - Initializing.
Solution GLMapUnsynchronized - Initialize complete (Success: true).
Solution GLMapUnsynchronized - shutdown beginning.
Solution GLMapUnsynchronized shutdown complete.
Solution GLMapPersistent - Initializing.
Warning: Unable to initialize solution 'GLMapPersistent', glBufferStorage() unavailable.
Solution GLMapPersistent - Initialize complete (Success: false).
Solution GLMapPersistent - shutdown beginning.
Solution GLMapPersistent shutdown complete.
Solution GLBufferSubData - Initializing.
Solution GLBufferSubData - Initialize complete (Success: true).
Solution GLBufferSubData - shutdown beginning.
Solution GLBufferSubData shutdown complete.
Solution GLUniform - Initializing.
Solution GLUniform - Initialize complete (Success: true).
Results
Problem API Solution Frames Elapsed (s) fps ms/f
DynamicStreaming oglcompat GLMapUnsynchronized 86 5.004 17.186 58.187
DynamicStreaming oglcompat GLBufferSubData 6 5.450 1.101 908.345
NullProblem oglcompat NullSolution 62159 5.000 12431.768 0.080
Solution GLUniform - shutdown beginning.
Solution GLUniform shutdown complete.
Solution NullSolution - Initializing.
Solution NullSolution - Initialize complete (Success: true).
Solution NullSolution - shutdown beginning.
Solution NullSolution shutdown complete.
Solution GLBufferSubData - Initializing.
Solution GLBufferSubData - Initialize complete (Success: true).
Solution GLBufferSubData - shutdown beginning.
Solution GLBufferSubData shutdown complete.
Solution GLMapUnsynchronized - Initializing.
Solution GLMapUnsynchronized - Initialize complete (Success: true).
Solution GLMapUnsynchronized - shutdown beginning.
Solution GLMapUnsynchronized shutdown complete.
Solution GLMapPersistent - Initializing.
Warning: Unable to initialize solution 'GLMapPersistent', glBufferStorage() unavailable.
Solution GLMapPersistent - Initialize complete (Success: false).
Solution GLMapPersistent - shutdown beginning.
Solution GLMapPersistent shutdown complete.
Solution GLBufferSubData - Initializing.
Solution GLBufferSubData - Initialize complete (Success: true).
Solution GLBufferSubData - shutdown beginning.
Solution GLBufferSubData shutdown complete.
Solution GLUniform - Initializing.
Solution GLUniform - Initialize complete (Success: true).
Solution GLUniform - shutdown beginning.
Solution GLUniform shutdown complete.
Solution GLDrawLoop - Initializing.
Solution GLDrawLoop - Initialize complete (Success: true).
Solution GLDrawLoop - shutdown beginning.
Solution GLDrawLoop shutdown complete.
Solution GLMultiDraw-SDP - Initializing.
Warning: Unable to initialize solution, ARB_shader_draw_parameters is required but not available.
Solution GLMultiDraw-SDP - Initialize complete (Success: false).
Solution GLMultiDraw-SDP - shutdown beginning.
Solution GLMultiDraw-SDP shutdown complete.
Solution GLMultiDraw-NoSDP - Initializing.
Solution GLMultiDraw-NoSDP - Initialize complete (Success: true).
Solution GLMultiDraw-NoSDP - shutdown beginning.
Solution GLMultiDraw-NoSDP shutdown complete.
Solution GLMultiDrawBuffer-SDP - Initializing.
Warning: Unable to initialize solution, ARB_shader_draw_parameters is required but not available.
Solution GLMultiDrawBuffer-SDP - Initialize complete (Success: false).
Solution GLMultiDrawBuffer-SDP - shutdown beginning.
Solution GLMultiDrawBuffer-SDP shutdown complete.
Solution GLMultiDrawBuffer-NoSDP - Initializing.
Solution GLMultiDrawBuffer-NoSDP - Initialize complete (Success: true).
Solution GLMultiDrawBuffer-NoSDP - shutdown beginning.
Solution GLMultiDrawBuffer-NoSDP shutdown complete.
Solution GLBindless - Initializing.
Warning: Unable to initialize solution 'GLBindless', glBufferStorage() unavailable.
Solution GLBindless - Initialize complete (Success: false).
Solution GLBindless - shutdown beginning.
Solution GLBindless shutdown complete.
Solution GLBindlessIndirect - Initializing.
Warning: Unable to initialize solution 'GLBindlessIndirect', glBufferStorage() unavailable.
Solution GLBindlessIndirect - Initialize complete (Success: false).
Solution GLBindlessIndirect - shutdown beginning.
Solution GLBindlessIndirect shutdown complete.
Solution GLBufferRange - Initializing.
Solution GLBufferRange - Initialize complete (Success: true).
Solution GLBufferRange - shutdown beginning.
Solution GLBufferRange shutdown complete.
Solution GLBufferStorage-SDP - Initializing.
Warning: Unable to initialize solution 'GLBufferStorage-SDP', glBufferStorage() unavailable.
Solution GLBufferStorage-SDP - Initialize complete (Success: false).
Solution GLBufferStorage-SDP - shutdown beginning.
Solution GLBufferStorage-SDP shutdown complete.
Solution GLBufferStorage-NoSDP - Initializing.
Warning: Unable to initialize solution 'GLBufferStorage-NoSDP', glBufferStorage() unavailable.
Solution GLBufferStorage-NoSDP - Initialize complete (Success: false).
Solution GLBufferStorage-NoSDP - shutdown beginning.
Solution GLBufferStorage-NoSDP shutdown complete.
Solution GLDynamicBuffer - Initializing.
Solution GLDynamicBuffer - Initialize complete (Success: true).
Solution GLDynamicBuffer - shutdown beginning.
Solution GLDynamicBuffer shutdown complete.
Solution GLMapUnsynchronized - Initializing.
Solution GLMapUnsynchronized - Initialize complete (Success: true).
Solution GLMapUnsynchronized - shutdown beginning.
Solution GLMapUnsynchronized shutdown complete.
Solution GLMapPersistent - Initializing.
Warning: Unable to initialize solution 'GLMapPersistent', glBufferStorage() unavailable.
Solution GLMapPersistent - Initialize complete (Success: false).
Solution GLMapPersistent - shutdown beginning.
Solution GLMapPersistent shutdown complete.
Solution GLTexCoord - Initializing.
Solution GLTexCoord - Initialize complete (Success: true).
Solution GLTexCoord - shutdown beginning.
Solution GLTexCoord shutdown complete.
Solution GLBindless - Initializing.
Warning: Unable to initialize solution 'GLBindless', requires support for bindless textures (not present).
Solution GLBindless - Initialize complete (Success: false).
Solution GLBindless - shutdown beginning.
Solution GLBindless shutdown complete.
Solution GLBindlessMultiDraw - Initializing.
Warning: Unable to initialize solution 'GLBindlessMultiDraw', requires support for bindless textures (not present).
Solution GLBindlessMultiDraw - Initialize complete (Success: false).
Solution GLBindlessMultiDraw - shutdown beginning.
Solution GLBindlessMultiDraw shutdown complete.
Solution GLNaive - Initializing.
Solution GLNaive - Initialize complete (Success: true).
Solution GLNaive - shutdown beginning.
Solution GLNaive shutdown complete.
Solution GLNaiveUniform - Initializing.
Solution GLNaiveUniform - Initialize complete (Success: true).
Solution GLNaiveUniform - shutdown beginning.
Solution GLNaiveUniform shutdown complete.
Solution GLNoTex - Initializing.
Solution GLNoTex - Initialize complete (Success: true).
Solution GLNoTex - shutdown beginning.
Solution GLNoTex shutdown complete.
Solution GLNoTexUniform - Initializing.
Solution GLNoTexUniform - Initialize complete (Success: true).
Solution GLNoTexUniform - shutdown beginning.
Solution GLNoTexUniform shutdown complete.
Solution GLSBTA - Initializing.
Solution GLSBTA - Initialize complete (Success: false).
Solution GLSBTA - shutdown beginning.
Solution GLSBTA shutdown complete.
Solution GLSBTAMultiDraw-SDP - Initializing.
Solution GLSBTAMultiDraw-SDP - Initialize complete (Success: false).
Solution GLSBTAMultiDraw-SDP - shutdown beginning.
Solution GLSBTAMultiDraw-SDP shutdown complete.
Solution GLSBTAMultiDraw-NoSDP - Initializing.
Solution GLSBTAMultiDraw-NoSDP - Initialize complete (Success: false).
Solution GLSBTAMultiDraw-NoSDP - shutdown beginning.
Solution GLSBTAMultiDraw-NoSDP shutdown complete.
Solution GLTextureArray - Initializing.
Solution GLTextureArray - Initialize complete (Success: true).
Solution GLTextureArray - shutdown beginning.
Solution GLTextureArray shutdown complete.
Solution GLTextureArrayUniform - Initializing.
Solution GLTextureArrayUniform - Initialize complete (Success: true).
Solution GLTextureArrayUniform - shutdown beginning.
Solution GLTextureArrayUniform shutdown complete.
Solution GLTextureArrayMultiDraw-SDP - Initializing.
Warning: Unable to initialize solution, ARB_shader_draw_parameters is required but not available.
Solution GLTextureArrayMultiDraw-SDP - Initialize complete (Success: false).
Solution GLTextureArrayMultiDraw-SDP - shutdown beginning.
Solution GLTextureArrayMultiDraw-SDP shutdown complete.
Solution GLTextureArrayMultiDraw-NoSDP - Initializing.
Solution GLTextureArrayMultiDraw-NoSDP - Initialize complete (Success: true).
Solution GLTextureArrayMultiDraw-NoSDP - shutdown beginning.
Solution GLTextureArrayMultiDraw-NoSDP shutdown complete.
Solution D3D11Naive - Initializing.
Solution D3D11Naive - Initialize complete (Success: true).
Solution D3D11Naive - shutdown beginning.
Solution D3D11Naive shutdown complete.
Solution NullSolution - Initializing.
Solution NullSolution - Initialize complete (Success: true).
Solution NullSolution - shutdown beginning.
Solution NullSolution shutdown complete.
Solution D3D11MapNoOverwrite - Initializing.
Solution D3D11MapNoOverwrite - Initialize complete (Success: true).
Solution D3D11MapNoOverwrite - shutdown beginning.
Solution D3D11MapNoOverwrite shutdown complete.
Solution D3D11UpdateSubresource - Initializing.
Solution D3D11UpdateSubresource - Initialize complete (Success: true).
Solution D3D11UpdateSubresource - shutdown beginning.
Solution D3D11UpdateSubresource shutdown complete.
Solution D3D11Naive - Initializing.
Solution D3D11Naive - Initialize complete (Success: true).
Solution D3D11Naive - shutdown beginning.
Solution D3D11Naive shutdown complete.
Results
Problem API Solution Frames Elapsed (s) fps ms/f
DynamicStreaming d3d11 D3D11MapNoOverwrite 174 5.023 34.639 28.869
DynamicStreaming d3d11 D3D11UpdateSubresource 9 5.148 1.748 571.996
DynamicStreaming oglcompat GLMapUnsynchronized 85 5.035 16.881 59.239
DynamicStreaming oglcompat GLBufferSubData 6 5.453 1.100 908.777
NullProblem d3d11 NullSolution 100521 5.000 20104.091 0.050
NullProblem oglcompat NullSolution 63001 5.000 12600.170 0.079
TexturedQuadsProblem d3d11 D3D11Naive 871 5.004 174.067 5.745
TexturedQuadsProblem oglcompat GLTextureArrayMultiDraw-NoSDP 4508 5.000 901.529 1.109
TexturedQuadsProblem oglcompat GLNoTex 3142 5.001 628.336 1.592
TexturedQuadsProblem oglcompat GLTextureArray 3134 5.001 626.669 1.596
TexturedQuadsProblem oglcompat GLNoTexUniform 1227 5.002 245.313 4.076
TexturedQuadsProblem oglcompat GLTextureArrayUniform 1222 5.003 244.231 4.094
TexturedQuadsProblem oglcompat GLNaive 476 5.001 95.182 10.506
TexturedQuadsProblem oglcompat GLNaiveUniform 294 5.011 58.669 17.045
UntexturedObjects d3d11 D3D11Naive 49 5.056 9.691 103.183
UntexturedObjects oglcompat GLMultiDraw-NoSDP 176 5.018 35.073 28.512
UntexturedObjects oglcompat GLDrawLoop 113 5.041 22.416 44.612
UntexturedObjects oglcompat GLMapUnsynchronized 65 5.007 12.981 77.038
UntexturedObjects oglcompat GLMultiDrawBuffer-NoSDP 57 5.087 11.205 89.247
UntexturedObjects oglcompat GLUniform 47 5.001 9.399 106.399
UntexturedObjects oglcompat GLTexCoord 47 5.039 9.327 107.219
UntexturedObjects oglcompat GLBufferRange 29 5.134 5.649 177.024
UntexturedObjects oglcompat GLDynamicBuffer 3 5.646 0.531 1881.846
adriano_99 escribió:josemurcia escribió:Más fácil.
Crea un archivo de texto en la misma carpeta en la que tienes el exe. Pega esto y guardalo:apitest.exe -b >> result.txt
Cambiale la extensión al archivo de texto a .bat.
Ejecuta el .bat.
Dentro del archivo de texto o le pongo eso de nombre al archivo de texto? Lo he probado todo y no me sale...
papatuelo escribió:No tengo ni drivers actualizados ni na de na:Solution NullSolution - Initializing.
Solution NullSolution - Initialize complete (Success: true).
Solution NullSolution - shutdown beginning.
Solution NullSolution shutdown complete.
Solution GLBufferSubData - Initializing.
Solution GLBufferSubData - Initialize complete (Success: true).
Solution GLBufferSubData - shutdown beginning.
Solution GLBufferSubData shutdown complete.
Solution GLMapUnsynchronized - Initializing.
Solution GLMapUnsynchronized - Initialize complete (Success: true).
Solution GLMapUnsynchronized - shutdown beginning.
Solution GLMapUnsynchronized shutdown complete.
Solution GLMapPersistent - Initializing.
Warning: Unable to initialize solution 'GLMapPersistent', glBufferStorage() unavailable.
Solution GLMapPersistent - Initialize complete (Success: false).
Solution GLMapPersistent - shutdown beginning.
Solution GLMapPersistent shutdown complete.
Solution GLBufferSubData - Initializing.
Solution GLBufferSubData - Initialize complete (Success: true).
Solution GLBufferSubData - shutdown beginning.
Solution GLBufferSubData shutdown complete.
Solution GLUniform - Initializing.
Solution GLUniform - Initialize complete (Success: true).
Results
Problem API Solution Frames Elapsed (s) fps ms/f
DynamicStreaming oglcompat GLMapUnsynchronized 86 5.004 17.186 58.187
DynamicStreaming oglcompat GLBufferSubData 6 5.450 1.101 908.345
NullProblem oglcompat NullSolution 62159 5.000 12431.768 0.080
Solution GLUniform - shutdown beginning.
Solution GLUniform shutdown complete.
Solution NullSolution - Initializing.
Solution NullSolution - Initialize complete (Success: true).
Solution NullSolution - shutdown beginning.
Solution NullSolution shutdown complete.
Solution GLBufferSubData - Initializing.
Solution GLBufferSubData - Initialize complete (Success: true).
Solution GLBufferSubData - shutdown beginning.
Solution GLBufferSubData shutdown complete.
Solution GLMapUnsynchronized - Initializing.
Solution GLMapUnsynchronized - Initialize complete (Success: true).
Solution GLMapUnsynchronized - shutdown beginning.
Solution GLMapUnsynchronized shutdown complete.
Solution GLMapPersistent - Initializing.
Warning: Unable to initialize solution 'GLMapPersistent', glBufferStorage() unavailable.
Solution GLMapPersistent - Initialize complete (Success: false).
Solution GLMapPersistent - shutdown beginning.
Solution GLMapPersistent shutdown complete.
Solution GLBufferSubData - Initializing.
Solution GLBufferSubData - Initialize complete (Success: true).
Solution GLBufferSubData - shutdown beginning.
Solution GLBufferSubData shutdown complete.
Solution GLUniform - Initializing.
Solution GLUniform - Initialize complete (Success: true).
Solution GLUniform - shutdown beginning.
Solution GLUniform shutdown complete.
Solution GLDrawLoop - Initializing.
Solution GLDrawLoop - Initialize complete (Success: true).
Solution GLDrawLoop - shutdown beginning.
Solution GLDrawLoop shutdown complete.
Solution GLMultiDraw-SDP - Initializing.
Warning: Unable to initialize solution, ARB_shader_draw_parameters is required but not available.
Solution GLMultiDraw-SDP - Initialize complete (Success: false).
Solution GLMultiDraw-SDP - shutdown beginning.
Solution GLMultiDraw-SDP shutdown complete.
Solution GLMultiDraw-NoSDP - Initializing.
Solution GLMultiDraw-NoSDP - Initialize complete (Success: true).
Solution GLMultiDraw-NoSDP - shutdown beginning.
Solution GLMultiDraw-NoSDP shutdown complete.
Solution GLMultiDrawBuffer-SDP - Initializing.
Warning: Unable to initialize solution, ARB_shader_draw_parameters is required but not available.
Solution GLMultiDrawBuffer-SDP - Initialize complete (Success: false).
Solution GLMultiDrawBuffer-SDP - shutdown beginning.
Solution GLMultiDrawBuffer-SDP shutdown complete.
Solution GLMultiDrawBuffer-NoSDP - Initializing.
Solution GLMultiDrawBuffer-NoSDP - Initialize complete (Success: true).
Solution GLMultiDrawBuffer-NoSDP - shutdown beginning.
Solution GLMultiDrawBuffer-NoSDP shutdown complete.
Solution GLBindless - Initializing.
Warning: Unable to initialize solution 'GLBindless', glBufferStorage() unavailable.
Solution GLBindless - Initialize complete (Success: false).
Solution GLBindless - shutdown beginning.
Solution GLBindless shutdown complete.
Solution GLBindlessIndirect - Initializing.
Warning: Unable to initialize solution 'GLBindlessIndirect', glBufferStorage() unavailable.
Solution GLBindlessIndirect - Initialize complete (Success: false).
Solution GLBindlessIndirect - shutdown beginning.
Solution GLBindlessIndirect shutdown complete.
Solution GLBufferRange - Initializing.
Solution GLBufferRange - Initialize complete (Success: true).
Solution GLBufferRange - shutdown beginning.
Solution GLBufferRange shutdown complete.
Solution GLBufferStorage-SDP - Initializing.
Warning: Unable to initialize solution 'GLBufferStorage-SDP', glBufferStorage() unavailable.
Solution GLBufferStorage-SDP - Initialize complete (Success: false).
Solution GLBufferStorage-SDP - shutdown beginning.
Solution GLBufferStorage-SDP shutdown complete.
Solution GLBufferStorage-NoSDP - Initializing.
Warning: Unable to initialize solution 'GLBufferStorage-NoSDP', glBufferStorage() unavailable.
Solution GLBufferStorage-NoSDP - Initialize complete (Success: false).
Solution GLBufferStorage-NoSDP - shutdown beginning.
Solution GLBufferStorage-NoSDP shutdown complete.
Solution GLDynamicBuffer - Initializing.
Solution GLDynamicBuffer - Initialize complete (Success: true).
Solution GLDynamicBuffer - shutdown beginning.
Solution GLDynamicBuffer shutdown complete.
Solution GLMapUnsynchronized - Initializing.
Solution GLMapUnsynchronized - Initialize complete (Success: true).
Solution GLMapUnsynchronized - shutdown beginning.
Solution GLMapUnsynchronized shutdown complete.
Solution GLMapPersistent - Initializing.
Warning: Unable to initialize solution 'GLMapPersistent', glBufferStorage() unavailable.
Solution GLMapPersistent - Initialize complete (Success: false).
Solution GLMapPersistent - shutdown beginning.
Solution GLMapPersistent shutdown complete.
Solution GLTexCoord - Initializing.
Solution GLTexCoord - Initialize complete (Success: true).
Solution GLTexCoord - shutdown beginning.
Solution GLTexCoord shutdown complete.
Solution GLBindless - Initializing.
Warning: Unable to initialize solution 'GLBindless', requires support for bindless textures (not present).
Solution GLBindless - Initialize complete (Success: false).
Solution GLBindless - shutdown beginning.
Solution GLBindless shutdown complete.
Solution GLBindlessMultiDraw - Initializing.
Warning: Unable to initialize solution 'GLBindlessMultiDraw', requires support for bindless textures (not present).
Solution GLBindlessMultiDraw - Initialize complete (Success: false).
Solution GLBindlessMultiDraw - shutdown beginning.
Solution GLBindlessMultiDraw shutdown complete.
Solution GLNaive - Initializing.
Solution GLNaive - Initialize complete (Success: true).
Solution GLNaive - shutdown beginning.
Solution GLNaive shutdown complete.
Solution GLNaiveUniform - Initializing.
Solution GLNaiveUniform - Initialize complete (Success: true).
Solution GLNaiveUniform - shutdown beginning.
Solution GLNaiveUniform shutdown complete.
Solution GLNoTex - Initializing.
Solution GLNoTex - Initialize complete (Success: true).
Solution GLNoTex - shutdown beginning.
Solution GLNoTex shutdown complete.
Solution GLNoTexUniform - Initializing.
Solution GLNoTexUniform - Initialize complete (Success: true).
Solution GLNoTexUniform - shutdown beginning.
Solution GLNoTexUniform shutdown complete.
Solution GLSBTA - Initializing.
Solution GLSBTA - Initialize complete (Success: false).
Solution GLSBTA - shutdown beginning.
Solution GLSBTA shutdown complete.
Solution GLSBTAMultiDraw-SDP - Initializing.
Solution GLSBTAMultiDraw-SDP - Initialize complete (Success: false).
Solution GLSBTAMultiDraw-SDP - shutdown beginning.
Solution GLSBTAMultiDraw-SDP shutdown complete.
Solution GLSBTAMultiDraw-NoSDP - Initializing.
Solution GLSBTAMultiDraw-NoSDP - Initialize complete (Success: false).
Solution GLSBTAMultiDraw-NoSDP - shutdown beginning.
Solution GLSBTAMultiDraw-NoSDP shutdown complete.
Solution GLTextureArray - Initializing.
Solution GLTextureArray - Initialize complete (Success: true).
Solution GLTextureArray - shutdown beginning.
Solution GLTextureArray shutdown complete.
Solution GLTextureArrayUniform - Initializing.
Solution GLTextureArrayUniform - Initialize complete (Success: true).
Solution GLTextureArrayUniform - shutdown beginning.
Solution GLTextureArrayUniform shutdown complete.
Solution GLTextureArrayMultiDraw-SDP - Initializing.
Warning: Unable to initialize solution, ARB_shader_draw_parameters is required but not available.
Solution GLTextureArrayMultiDraw-SDP - Initialize complete (Success: false).
Solution GLTextureArrayMultiDraw-SDP - shutdown beginning.
Solution GLTextureArrayMultiDraw-SDP shutdown complete.
Solution GLTextureArrayMultiDraw-NoSDP - Initializing.
Solution GLTextureArrayMultiDraw-NoSDP - Initialize complete (Success: true).
Solution GLTextureArrayMultiDraw-NoSDP - shutdown beginning.
Solution GLTextureArrayMultiDraw-NoSDP shutdown complete.
Solution D3D11Naive - Initializing.
Solution D3D11Naive - Initialize complete (Success: true).
Solution D3D11Naive - shutdown beginning.
Solution D3D11Naive shutdown complete.
Solution NullSolution - Initializing.
Solution NullSolution - Initialize complete (Success: true).
Solution NullSolution - shutdown beginning.
Solution NullSolution shutdown complete.
Solution D3D11MapNoOverwrite - Initializing.
Solution D3D11MapNoOverwrite - Initialize complete (Success: true).
Solution D3D11MapNoOverwrite - shutdown beginning.
Solution D3D11MapNoOverwrite shutdown complete.
Solution D3D11UpdateSubresource - Initializing.
Solution D3D11UpdateSubresource - Initialize complete (Success: true).
Solution D3D11UpdateSubresource - shutdown beginning.
Solution D3D11UpdateSubresource shutdown complete.
Solution D3D11Naive - Initializing.
Solution D3D11Naive - Initialize complete (Success: true).
Solution D3D11Naive - shutdown beginning.
Solution D3D11Naive shutdown complete.
Results
Problem API Solution Frames Elapsed (s) fps ms/f
DynamicStreaming d3d11 D3D11MapNoOverwrite 174 5.023 34.639 28.869
DynamicStreaming d3d11 D3D11UpdateSubresource 9 5.148 1.748 571.996
DynamicStreaming oglcompat GLMapUnsynchronized 85 5.035 16.881 59.239
DynamicStreaming oglcompat GLBufferSubData 6 5.453 1.100 908.777
NullProblem d3d11 NullSolution 100521 5.000 20104.091 0.050
NullProblem oglcompat NullSolution 63001 5.000 12600.170 0.079
TexturedQuadsProblem d3d11 D3D11Naive 871 5.004 174.067 5.745
TexturedQuadsProblem oglcompat GLTextureArrayMultiDraw-NoSDP 4508 5.000 901.529 1.109
TexturedQuadsProblem oglcompat GLNoTex 3142 5.001 628.336 1.592
TexturedQuadsProblem oglcompat GLTextureArray 3134 5.001 626.669 1.596
TexturedQuadsProblem oglcompat GLNoTexUniform 1227 5.002 245.313 4.076
TexturedQuadsProblem oglcompat GLTextureArrayUniform 1222 5.003 244.231 4.094
TexturedQuadsProblem oglcompat GLNaive 476 5.001 95.182 10.506
TexturedQuadsProblem oglcompat GLNaiveUniform 294 5.011 58.669 17.045
UntexturedObjects d3d11 D3D11Naive 49 5.056 9.691 103.183
UntexturedObjects oglcompat GLMultiDraw-NoSDP 176 5.018 35.073 28.512
UntexturedObjects oglcompat GLDrawLoop 113 5.041 22.416 44.612
UntexturedObjects oglcompat GLMapUnsynchronized 65 5.007 12.981 77.038
UntexturedObjects oglcompat GLMultiDrawBuffer-NoSDP 57 5.087 11.205 89.247
UntexturedObjects oglcompat GLUniform 47 5.001 9.399 106.399
UntexturedObjects oglcompat GLTexCoord 47 5.039 9.327 107.219
UntexturedObjects oglcompat GLBufferRange 29 5.134 5.649 177.024
UntexturedObjects oglcompat GLDynamicBuffer 3 5.646 0.531 1881.846
Results
Problem API Solution Frames Elapsed (s) fps ms/f
DynamicStreaming d3d11 D3D11MapNoOverwrite 174 5.023 34.639 28.869
DynamicStreaming d3d11 D3D11UpdateSubresource 9 5.148 1.748 571.996
DynamicStreaming oglcompat GLMapUnsynchronized 85 5.035 16.881 59.239
DynamicStreaming oglcompat GLBufferSubData 6 5.453 1.100 908.777
NullProblem d3d11 NullSolution 100521 5.000 20104.091 0.050
NullProblem oglcompat NullSolution 63001 5.000 12600.170 0.079
TexturedQuadsProblem d3d11 D3D11Naive 871 5.004 174.067 5.745
TexturedQuadsProblem oglcompat GLTextureArrayMultiDraw-NoSDP 4508 5.000 901.529 1.109
TexturedQuadsProblem oglcompat GLNoTex 3142 5.001 628.336 1.592
TexturedQuadsProblem oglcompat GLTextureArray 3134 5.001 626.669 1.596
TexturedQuadsProblem oglcompat GLNoTexUniform 1227 5.002 245.313 4.076
TexturedQuadsProblem oglcompat GLTextureArrayUniform 1222 5.003 244.231 4.094
TexturedQuadsProblem oglcompat GLNaive 476 5.001 95.182 10.506
TexturedQuadsProblem oglcompat GLNaiveUniform 294 5.011 58.669 17.045
UntexturedObjects d3d11 D3D11Naive 49 5.056 9.691 103.183
UntexturedObjects oglcompat GLMultiDraw-NoSDP 176 5.018 35.073 28.512
UntexturedObjects oglcompat GLDrawLoop 113 5.041 22.416 44.612
UntexturedObjects oglcompat GLMapUnsynchronized 65 5.007 12.981 77.038
UntexturedObjects oglcompat GLMultiDrawBuffer-NoSDP 57 5.087 11.205 89.247
UntexturedObjects oglcompat GLUniform 47 5.001 9.399 106.399
UntexturedObjects oglcompat GLTexCoord 47 5.039 9.327 107.219
UntexturedObjects oglcompat GLBufferRange 29 5.134 5.649 177.024
UntexturedObjects oglcompat GLDynamicBuffer 3 5.646 0.531 1881.846
Results
Problem API Solution Frames Elapsed (s) fps ms/f
DynamicStreaming d3d11 D3D11MapNoOverwrite 132 5.028 26.255 38.088
DynamicStreaming d3d11 D3D11UpdateSubresource 6 5.407 1.110 901.199
DynamicStreaming oglcompat GLMapPersistent 191 5.007 38.145 26.216
DynamicStreaming oglcompat GLBufferSubData 54 5.049 10.696 93.493
DynamicStreaming oglcompat GLMapUnsynchronized 4 6.047 0.661 1511.828
NullProblem d3d11 NullSolution 39116 5.000 7823.136 0.128
NullProblem oglcompat NullSolution 27921 5.000 5584.190 0.179
TexturedQuadsProblem d3d11 D3D11Naive 433 5.011 86.416 11.572
TexturedQuadsProblem oglcompat GLSBTAMultiDraw-NoSDP 8131 5.000 1626.117 0.615
TexturedQuadsProblem oglcompat GLTextureArrayMultiDraw-NoSDP 8130 5.000 1625.916 0.615
TexturedQuadsProblem oglcompat GLSBTAMultiDraw-SDP 5718 5.000 1143.580 0.874
TexturedQuadsProblem oglcompat GLBindlessMultiDraw 5654 5.001 1130.651 0.884
TexturedQuadsProblem oglcompat GLTextureArrayMultiDraw-SDP 5528 5.001 1105.425 0.905
TexturedQuadsProblem oglcompat GLNoTex 2679 5.001 535.653 1.867
TexturedQuadsProblem oglcompat GLTextureArray 2645 5.001 528.859 1.891
TexturedQuadsProblem oglcompat GLSBTA 1967 5.001 393.327 2.542
TexturedQuadsProblem oglcompat GLNoTexUniform 1932 5.002 386.257 2.589
TexturedQuadsProblem oglcompat GLTextureArrayUniform 1887 5.001 377.336 2.650
TexturedQuadsProblem oglcompat GLBindless 1164 5.003 232.646 4.298
TexturedQuadsProblem oglcompat GLNaive 541 5.004 108.104 9.250
TexturedQuadsProblem oglcompat GLNaiveUniform 446 5.002 89.160 11.216
UntexturedObjects d3d11 D3D11Naive 43 5.101 8.430 118.627
UntexturedObjects oglcompat GLBufferStorage-NoSDP 312 5.011 62.268 16.060
UntexturedObjects oglcompat GLBufferStorage-SDP 298 5.015 59.416 16.830
UntexturedObjects oglcompat GLMultiDrawBuffer-NoSDP 283 5.013 56.454 17.714
UntexturedObjects oglcompat GLMultiDrawBuffer-SDP 278 5.007 55.520 18.011
UntexturedObjects oglcompat GLMultiDraw-NoSDP 243 5.002 48.585 20.582
UntexturedObjects oglcompat GLMultiDraw-SDP 207 5.017 41.259 24.237
UntexturedObjects oglcompat GLMapPersistent 121 5.005 24.176 41.364
UntexturedObjects oglcompat GLBindlessIndirect 119 5.001 23.794 42.027
UntexturedObjects oglcompat GLDrawLoop 106 5.040 21.033 47.544
UntexturedObjects oglcompat GLTexCoord 75 5.064 14.809 67.526
UntexturedObjects oglcompat GLUniform 64 5.017 12.756 78.392
UntexturedObjects oglcompat GLBindless 46 5.115 8.993 111.197
UntexturedObjects oglcompat GLDynamicBuffer 41 5.001 8.198 121.977
UntexturedObjects oglcompat GLBufferRange 35 5.017 6.976 143.348
UntexturedObjects oglcompat GLMapUnsynchronized 3 5.351 0.561 1783.560
josemurcia escribió:No tendrás una AMD por casualidad.
adriano_99 escribió:Se me abre una ventana durante una milésima de segudo pero se cierra al instante y ni se pasa ningún test ni se crea ningún archivo ni nada...
Seguro que funciona en w8?
edit: después de 4 o 5 intentos me ha salido, siento el retraso (mental)Results
Problem API Solution Frames Elapsed (s) fps ms/f
DynamicStreaming d3d11 D3D11MapNoOverwrite 132 5.028 26.255 38.088
DynamicStreaming d3d11 D3D11UpdateSubresource 6 5.407 1.110 901.199
DynamicStreaming oglcompat GLMapPersistent 191 5.007 38.145 26.216
DynamicStreaming oglcompat GLBufferSubData 54 5.049 10.696 93.493
DynamicStreaming oglcompat GLMapUnsynchronized 4 6.047 0.661 1511.828
NullProblem d3d11 NullSolution 39116 5.000 7823.136 0.128
NullProblem oglcompat NullSolution 27921 5.000 5584.190 0.179
TexturedQuadsProblem d3d11 D3D11Naive 433 5.011 86.416 11.572
TexturedQuadsProblem oglcompat GLSBTAMultiDraw-NoSDP 8131 5.000 1626.117 0.615
TexturedQuadsProblem oglcompat GLTextureArrayMultiDraw-NoSDP 8130 5.000 1625.916 0.615
TexturedQuadsProblem oglcompat GLSBTAMultiDraw-SDP 5718 5.000 1143.580 0.874
TexturedQuadsProblem oglcompat GLBindlessMultiDraw 5654 5.001 1130.651 0.884
TexturedQuadsProblem oglcompat GLTextureArrayMultiDraw-SDP 5528 5.001 1105.425 0.905
TexturedQuadsProblem oglcompat GLNoTex 2679 5.001 535.653 1.867
TexturedQuadsProblem oglcompat GLTextureArray 2645 5.001 528.859 1.891
TexturedQuadsProblem oglcompat GLSBTA 1967 5.001 393.327 2.542
TexturedQuadsProblem oglcompat GLNoTexUniform 1932 5.002 386.257 2.589
TexturedQuadsProblem oglcompat GLTextureArrayUniform 1887 5.001 377.336 2.650
TexturedQuadsProblem oglcompat GLBindless 1164 5.003 232.646 4.298
TexturedQuadsProblem oglcompat GLNaive 541 5.004 108.104 9.250
TexturedQuadsProblem oglcompat GLNaiveUniform 446 5.002 89.160 11.216
UntexturedObjects d3d11 D3D11Naive 43 5.101 8.430 118.627
UntexturedObjects oglcompat GLBufferStorage-NoSDP 312 5.011 62.268 16.060
UntexturedObjects oglcompat GLBufferStorage-SDP 298 5.015 59.416 16.830
UntexturedObjects oglcompat GLMultiDrawBuffer-NoSDP 283 5.013 56.454 17.714
UntexturedObjects oglcompat GLMultiDrawBuffer-SDP 278 5.007 55.520 18.011
UntexturedObjects oglcompat GLMultiDraw-NoSDP 243 5.002 48.585 20.582
UntexturedObjects oglcompat GLMultiDraw-SDP 207 5.017 41.259 24.237
UntexturedObjects oglcompat GLMapPersistent 121 5.005 24.176 41.364
UntexturedObjects oglcompat GLBindlessIndirect 119 5.001 23.794 42.027
UntexturedObjects oglcompat GLDrawLoop 106 5.040 21.033 47.544
UntexturedObjects oglcompat GLTexCoord 75 5.064 14.809 67.526
UntexturedObjects oglcompat GLUniform 64 5.017 12.756 78.392
UntexturedObjects oglcompat GLBindless 46 5.115 8.993 111.197
UntexturedObjects oglcompat GLDynamicBuffer 41 5.001 8.198 121.977
UntexturedObjects oglcompat GLBufferRange 35 5.017 6.976 143.348
UntexturedObjects oglcompat GLMapUnsynchronized 3 5.351 0.561 1783.560
Absolute Terror escribió:¿Este hilo no iba de la GDC?
adriano_99 escribió:adriano_99 escribió:Se me abre una ventana durante una milésima de segudo pero se cierra al instante y ni se pasa ningún test ni se crea ningún archivo ni nada...
Seguro que funciona en w8?
edit: después de 4 o 5 intentos me ha salido, siento el retraso (mental)Results
Problem API Solution Frames Elapsed (s) fps ms/f
DynamicStreaming d3d11 D3D11MapNoOverwrite 132 5.028 26.255 38.088
DynamicStreaming oglcompat GLMapPersistent 191 5.007 38.145 26.216
TexturedQuadsProblem d3d11 D3D11Naive 433 5.011 86.416 11.572
TexturedQuadsProblem oglcompat GLSBTAMultiDraw-NoSDP 8131 5.000 1626.117 0.615
UntexturedObjects d3d11 D3D11Naive 43 5.101 8.430 118.627
UntexturedObjects oglcompat GLBufferStorage-NoSDP 312 5.011 62.268 16.060
Alguien que sepa interpretar mis resultados? porque yo no
Absolute Terror escribió:¿Este hilo no iba de la GDC?
Guy escribió:Absolute Terror escribió:¿Este hilo no iba de la GDC?
viewtopic.php?f=22&t=1991992&p=1735474392#p1735474392
Parece que lo que se dice de OpenGL no ha gustado nada a los fans de M$
Guy escribió:Absolute Terror escribió:¿Este hilo no iba de la GDC?
viewtopic.php?f=22&t=1991992&p=1735474392#p1735474392
Parece que lo que se dice de OpenGL no ha gustado nada a los fans de M$
papatuelo escribió:josemurcia escribió:No tendrás una AMD por casualidad.
HD7950@1150
Me hace los 1230 con Vcore Stock.
http://www.3dmark.com/3dm11/6644878
Pero la tengo a 1150 undervolt.
Problem API Solution Frames Elapsed (s) fps ms/f
DynamicStreaming d3d11 D3D11MapNoOverwrite 261 5.002 52.176 19.166
DynamicStreaming d3d11 D3D11UpdateSubresource 9 5.035 1.787 559.498
DynamicStreaming oglcompat GLMapPersistent 329 5.010 65.664 15.229
DynamicStreaming oglcompat GLBufferSubData 86 5.015 17.148 58.314
DynamicStreaming oglcompat GLMapUnsynchronized 7 5.663 1.236 809.051
NullProblem d3d11 NullSolution 32914 5.000 6582.751 0.152
NullProblem oglcompat NullSolution 51815 5.000 10362.854 0.096
TexturedQuadsProblem d3d11 D3D11Naive 792 5.003 158.289 6.318
TexturedQuadsProblem oglcompat GLSBTAMultiDraw-NoSDP 10950 5.000 2189.910 0.457
TexturedQuadsProblem oglcompat GLTextureArrayMultiDraw-NoSDP 10912 5.000 2182.371 0.458
TexturedQuadsProblem oglcompat GLBindlessMultiDraw 6057 5.000 1211.300 0.826
TexturedQuadsProblem oglcompat GLSBTAMultiDraw-SDP 6028 5.000 1205.493 0.830
TexturedQuadsProblem oglcompat GLTextureArrayMultiDraw-SDP 5839 5.001 1167.617 0.856
TexturedQuadsProblem oglcompat GLTextureArray 4141 5.001 828.109 1.208
TexturedQuadsProblem oglcompat GLNoTex 4108 5.001 821.445 1.217
TexturedQuadsProblem oglcompat GLSBTA 3061 5.000 612.196 1.633
TexturedQuadsProblem oglcompat GLNoTexUniform 3057 5.000 611.399 1.636
TexturedQuadsProblem oglcompat GLTextureArrayUniform 2988 5.001 597.442 1.674
TexturedQuadsProblem oglcompat GLBindless 1915 5.002 382.857 2.612
TexturedQuadsProblem oglcompat GLNaive 946 5.001 189.153 5.287
TexturedQuadsProblem oglcompat GLNaiveUniform 809 5.005 161.625 6.187
UntexturedObjects d3d11 D3D11Naive 86 5.034 17.085 58.530
UntexturedObjects oglcompat GLBufferStorage-NoSDP 804 5.002 160.742 6.221
UntexturedObjects oglcompat GLMultiDrawBuffer-NoSDP 642 5.004 128.289 7.795
UntexturedObjects oglcompat GLMultiDraw-NoSDP 489 5.012 97.562 10.250
UntexturedObjects oglcompat GLBufferStorage-SDP 332 5.001 66.387 15.063
UntexturedObjects oglcompat GLMultiDrawBuffer-SDP 300 5.001 59.991 16.669
UntexturedObjects oglcompat GLMultiDraw-SDP 284 5.015 56.634 17.657
UntexturedObjects oglcompat GLDrawLoop 168 5.014 33.504 29.847
UntexturedObjects oglcompat GLMapPersistent 162 5.000 32.397 30.867
UntexturedObjects oglcompat GLTexCoord 118 5.008 23.561 42.444
UntexturedObjects oglcompat GLBindlessIndirect 115 5.008 22.962 43.550
UntexturedObjects oglcompat GLUniform 103 5.007 20.573 48.607
UntexturedObjects oglcompat GLBindless 85 5.061 16.795 59.541
UntexturedObjects oglcompat GLDynamicBuffer 64 5.026 12.733 78.536
UntexturedObjects oglcompat GLBufferRange 46 5.018 9.166 109.097
UntexturedObjects oglcompat GLMapUnsynchronized 3 5.878 0.510 1959.354
josemurcia escribió:Una pregunta, ¿con qué están hechas esas gráficas?
Don_Boqueronnn escribió:Eso que es?, no me entero de nada, esto es sobre todo por las steam machines no?
eloskuro escribió:[Los personajes de Ryse tienen el cuádruple de polígonos que los de Killzone: Shadow Fall
El GDC está terminando, pero aún podemos conocer algunos datos interesantes sobre el desarrollo de los títulos más importantes de este año gracias a las conferencias técnicas que tanto Crytek como Guerrilla Games están ofreciendo en estos últimos momentos del evento celebrado en San Francisco, que nosotros conocemos gracias a Dualshockers.
Crytek ha sido la primera en revelar los detalles técnicos de su último juego, Ryse: Son of Rome, de manos de Christopher Evans, director creativo del juego, junto con Abdenour Bachir, artista en el mismo. Según cuentan, Ryse llegó a tener 130 millones de polígonos por escena de juego, con una resolución de texturas de 4096x4096, una cantidad de polígonos que ninguna consola, ni ordenador podrían hacer funcionar hoy en día.
El juego final tuvo que reducirse a 160.000 poligonos para los personajes principales, una cifra nada despreciable comparada con los 10.000 que tenía el personaje medio de los juegos en la generación anterior, según recoge también Dualshockers.
Por otro lado, Guerrilla Games, el estudio tras la saga Killzone, también ha revelado el recuento de polígonos de su último juego exclusivo de PS4, Killzone: Shadow Fall. Michael Valient, director de ingenieros ha revelado que han sido 40.000 los polígonos utilizados para modelar los personajes de Shadow Fall, cuatro veces más que los de la anterior entrega del juego, pero cuatro veces menos que los de Ryse.
It was pretty interesting to see the reaction of the internet when CryTek announced that the polygon count of Marius from Ryse: Son of Rome was reduced from 150,000 polygons to 85,000 due to optimization, but his initial numbers were actually much higher than that.
During a panel titled “Play the Cutscene: The Characters of Ryse” held at the Game Developers Conference, Senior Character Artist Abdenour Bachir and Art Technical Director Christopher Evans provided some very interesting details about the development and evolution of the characters of the game.
At the beginning of development the models were created with a mind-boggling degree of finesse similar to CG film production, with up to 4 million polygons per armor piece. Putting the pieces together the model for Marius had an almost unreal total polygon count of 130 million.
Textures were also incredibly detailed, with 4,096 x 4,096 pixel per part of the model, summing up to 147,456 × 147,456 for the entire model. That’s almost 22 billion texels.
Of course no console (or gaming PC) would be able to move that kind of models at an acceptable frame rate (or at all), so the characters went through multiple rounds of optimization, resulting in 40,000 polygons for mob characters, and a very maximum of 160,000 for main characters. The general average for characters in the PS3/Xbox 360 generation is 10-20,000 polygons, meaning that characters in Ryse have between 4 and 8 times as many triangles.
It’s worth mentioning once more that polygon count optimization is an indispensable and normal phase of game development, as many of the vertex are spurious (for instance they’re placed inside the model and invisible, or they overlap), and many more can be replaced by normal maps with exactly the same visual effect but much better performance.
Bachir and Evans also mentioned that physically based rendering was used to achieve top notch visual results with good performance, subsurface scattering was employed to make skin look realistically translucent. Movement of hair, cloth and fur used to decorate armor was also physically simulated.
The team went as far as physically simulating the motion of layers of fat in the chest and belly of characters, including a very large number of animated joints. Marius ended up with 815.
One thing is for sure: that’s definitely a step-up from the physically-enhanced breasts of Dead or Alive.
[Guest reporting: Matt Zardoni]
Polyteres escribió:Buenas gente. Ya están disponibles muchas de las presentaciones de la GDC 2014 (este año han sido muy rápidos). Hay algunas que son muuuuuy interesantes. Dejo el enlace por si alguien quiere echarle un ojo.
http://www.gdcvault.com/
Un saludo.
Durante la reciente Game Developers Conference, Epic Games ha sido uno de los principales protagonistas dado que no han dudado en hablar de sus próximos proyectos, entre los que se encuentran Fortnite y también un título no anunciado que promete llevar aún más lejos el aspecto gráfico de los juegos.
Tim Sweeney, uno de los fundadores y consejero delegado de Epic Games, adelantó durante su intervención en la GDC 2014, que están en las primeras etapas desarrollo de un juego que "continuará con la tradición de la compañía de llevar más lejos los gráficos de última generación".
A este respecto, afirma que "estamos trabajando muy de cerca con Nvidia en características y capacidades para llevar nuestro trabajo al siguiente nivel. No anunciaremos este juego hasta dentro de algún tiempo, pero seguimos estando a la vanguardia de la tecnología visual".
El ejecutivo también ha tenido palabras para Fortnite, el único proyecto anunciado por parte de la compañía, un título que fue anunciado hace algunos años y del que prácticamente no hemos contado con información en los últimos meses. Sweeney ha señalado que un equipo de más de 90 personas está trabajando en el videojuego, añadiendo que se trata de un proyecto "mucho más grande y más interesante de lo que habíamos imaginado originalmente".
Fortnite se desarrollará de forma continua después de su lanzamiento, construyéndose en base al feedback de los usuarios. "Estamos mirando al futuro de los videojuegos desde el punto de vista de Valve o Riot Games, haciendo los juegos realmente accesibles, siendo justos con los clientes y dándoles un gran valor para que los puedan jugar durante cientos e incluso miles de horas".