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Parry escribió:Otro que se compra el Diablo 3, aún saliendo el Destiny. Es más, en mi caso es el Destiny el que peligra, como me vicie al de PS4 lo mismo que al de PS3 Aunque tenga dos años es un juegazo, y el cambio que le han pegado con el loot, modo aventura, fallas, etc, le ha sentado de vicio. Vamos, que comparar el Diablo 3 actual con el de salida es poco más que anecdótico.
Grinch escribió:Son diferentes . Simplemente.
Mejor la variedad ^^
Nuhar escribió:Grinch escribió:Son diferentes . Simplemente.
Mejor la variedad ^^
Jajaja, eso es porque a ti te mola el Destiny jajaja.
A ver, que cuanta mas variedad haya mucho mejor para todos, eso es indudable. Pero yo pienso que el Destiny es un quiero y no puedo.
fertrance escribió:No maten al mensajero...
http://www.gamespot.com/forums/system-w ... -31496465/
Y aún así no van a 60fps.
Aquí fuente original:
http://www.gamepur.com/news/15829-golf- ... igher.html
fertrance escribió:No maten al mensajero...
http://www.gamespot.com/forums/system-w ... -31496465/
Y aún así no van a 60fps.
Aquí fuente original:
http://www.gamepur.com/news/15829-golf- ... igher.html
UPDATE 14/8/14 6:28pm: Yesterday, Blizzard contacted Eurogamer to say that the dual frame-rate issue we uncovered in Diablo 3 was a bug it was looking into patching as soon as possible, and offered to talk us through it one-on-one at Gamescom. Thomas Morgan met up with production director John Hight in Cologne earlier today for a quick chat.
"First off, I want to thank you for going through it, digging through it. As it turns out we do have an interesting bug in the game," Hight explains. "Essentially what's going on is we're updating at 60 frames per second, except on the consoles it's 59.94. Effectively it's like a round-off here - we're updating 59 frames on the first second, and 61 frames on the next [meaning] we're literally double-writing a frame."
So it appears as though elements of the renderer operate at a pure 60fps, while the HDMI standard actually incorporates the legacy NTSC drop-frame standard, running at 59.94fps. The discrepancy is apparent on both versions, but according to Hight differences in the way they handle the rendering account for the more pronounced hit to PS4 performance.
"After we we read your article we went back through, looked at the code, and determined that we made mistake on, essentially, updates. So we're now at full 60 frames. We're now posting an update that will go up before the day one patch, and will be part of the day one patch," Hight continues.
"As soon as we saw your article I sent it over to our core engineering lead, and I'm saying 'hey what's this this about?' Those guys are awesome - they jumped right on it, looked through the code, and were like 'I'll be darned we actually have a problem here with the way we're updating'... So our goal is to have that out day one, so on the 19th. We actually put the Sony [PS4 patch] into format today, and Sony's going to give us a pretty quick turnaround on it. I don't think we're going to have a problem getting it day one."
rafazgz93 escribió:Al final lo de Diablo era un bug presente en ambas versiones que Blizzard ha descubierto gracias al articulo de Eurogamer.UPDATE 14/8/14 6:28pm: Yesterday, Blizzard contacted Eurogamer to say that the dual frame-rate issue we uncovered in Diablo 3 was a bug it was looking into patching as soon as possible, and offered to talk us through it one-on-one at Gamescom. Thomas Morgan met up with production director John Hight in Cologne earlier today for a quick chat.
"First off, I want to thank you for going through it, digging through it. As it turns out we do have an interesting bug in the game," Hight explains. "Essentially what's going on is we're updating at 60 frames per second, except on the consoles it's 59.94. Effectively it's like a round-off here - we're updating 59 frames on the first second, and 61 frames on the next [meaning] we're literally double-writing a frame."
So it appears as though elements of the renderer operate at a pure 60fps, while the HDMI standard actually incorporates the legacy NTSC drop-frame standard, running at 59.94fps. The discrepancy is apparent on both versions, but according to Hight differences in the way they handle the rendering account for the more pronounced hit to PS4 performance.
"After we we read your article we went back through, looked at the code, and determined that we made mistake on, essentially, updates. So we're now at full 60 frames. We're now posting an update that will go up before the day one patch, and will be part of the day one patch," Hight continues.
"As soon as we saw your article I sent it over to our core engineering lead, and I'm saying 'hey what's this this about?' Those guys are awesome - they jumped right on it, looked through the code, and were like 'I'll be darned we actually have a problem here with the way we're updating'... So our goal is to have that out day one, so on the 19th. We actually put the Sony [PS4 patch] into format today, and Sony's going to give us a pretty quick turnaround on it. I don't think we're going to have a problem getting it day one."
http://www.eurogamer.net/articles/digit ... e-analysis
morfy escribió:Lo que me he reido con lo del bug xDD
Desde luego el que no se consuela es porque no quiere xD
Guy escribió:rafazgz93 escribió:Al final lo de Diablo era un bug presente en ambas versiones que Blizzard ha descubierto gracias al articulo de Eurogamer.UPDATE 14/8/14 6:28pm: Yesterday, Blizzard contacted Eurogamer to say that the dual frame-rate issue we uncovered in Diablo 3 was a bug it was looking into patching as soon as possible, and offered to talk us through it one-on-one at Gamescom. Thomas Morgan met up with production director John Hight in Cologne earlier today for a quick chat.
"First off, I want to thank you for going through it, digging through it. As it turns out we do have an interesting bug in the game," Hight explains. "Essentially what's going on is we're updating at 60 frames per second, except on the consoles it's 59.94. Effectively it's like a round-off here - we're updating 59 frames on the first second, and 61 frames on the next [meaning] we're literally double-writing a frame."
So it appears as though elements of the renderer operate at a pure 60fps, while the HDMI standard actually incorporates the legacy NTSC drop-frame standard, running at 59.94fps. The discrepancy is apparent on both versions, but according to Hight differences in the way they handle the rendering account for the more pronounced hit to PS4 performance.
"After we we read your article we went back through, looked at the code, and determined that we made mistake on, essentially, updates. So we're now at full 60 frames. We're now posting an update that will go up before the day one patch, and will be part of the day one patch," Hight continues.
"As soon as we saw your article I sent it over to our core engineering lead, and I'm saying 'hey what's this this about?' Those guys are awesome - they jumped right on it, looked through the code, and were like 'I'll be darned we actually have a problem here with the way we're updating'... So our goal is to have that out day one, so on the 19th. We actually put the Sony [PS4 patch] into format today, and Sony's going to give us a pretty quick turnaround on it. I don't think we're going to have a problem getting it day one."
http://www.eurogamer.net/articles/digit ... e-analysismorfy escribió:Lo que me he reido con lo del bug xDD
Desde luego el que no se consuela es porque no quiere xD
Pués yo me estoy riendo más.
Retamero escribió:En el articulo,si lo he entendido bien,el bug es la doble renderizacion esa a diferentes velocidades,no? No las caídas de framerate en Ps4,no? Por que en One supuestamente tambien esta en bug con la doble velocidad de fotogramas pero sin caídas,eso si a 900p en vez de a 1080p.
Mapache Power escribió:Retamero escribió:En el articulo,si lo he entendido bien,el bug es la doble renderizacion esa a diferentes velocidades,no? No las caídas de framerate en Ps4,no? Por que en One supuestamente tambien esta en bug con la doble velocidad de fotogramas pero sin caídas,eso si a 900p en vez de a 1080p.
Es que precisamente la doble renderización es lo que provocaba las caidas de framerate.
Lo que es triste es que con un juego con tanto tiempo a sus espaldas (y que además no es ninguna maravilla gráfica) haya que recurrir a un parche day one para que funcione de forma óptima.
So it appears as though elements of the renderer operate at a pure 60fps, while the HDMI standard actually incorporates the legacy NTSC drop-frame standard, running at 59.94fps. The discrepancy is apparent on both versions, but according to Hight differences in the way they handle the rendering account for the more pronounced hit to PS4 performance.
Nuhar escribió:Pues eso, que hablar por hablar de un juego que no ha salido es absurdo, como las comparaciones de las alfas, betas, ....
Simplemente hay que llenar la pagina de noticias.
Aunque por una vez esto ha servido de algo, ya que los inutiles de blizzard no se habian dado cuenta...
Polyteres escribió:Buenas gente. @Grinch y @MapachePower el motivo de porqué afecta a una más que a otra tb se dice en el update, formas diferentes de manejar el render.So it appears as though elements of the renderer operate at a pure 60fps, while the HDMI standard actually incorporates the legacy NTSC drop-frame standard, running at 59.94fps. The discrepancy is apparent on both versions, but according to Hight differences in the way they handle the rendering account for the more pronounced hit to PS4 performance.
Un saludo.
Guy escribió:rafazgz93 escribió:Al final lo de Diablo era un bug presente en ambas versiones que Blizzard ha descubierto gracias al articulo de Eurogamer.UPDATE 14/8/14 6:28pm: Yesterday, Blizzard contacted Eurogamer to say that the dual frame-rate issue we uncovered in Diablo 3 was a bug it was looking into patching as soon as possible, and offered to talk us through it one-on-one at Gamescom. Thomas Morgan met up with production director John Hight in Cologne earlier today for a quick chat.
"First off, I want to thank you for going through it, digging through it. As it turns out we do have an interesting bug in the game," Hight explains. "Essentially what's going on is we're updating at 60 frames per second, except on the consoles it's 59.94. Effectively it's like a round-off here - we're updating 59 frames on the first second, and 61 frames on the next [meaning] we're literally double-writing a frame."
So it appears as though elements of the renderer operate at a pure 60fps, while the HDMI standard actually incorporates the legacy NTSC drop-frame standard, running at 59.94fps. The discrepancy is apparent on both versions, but according to Hight differences in the way they handle the rendering account for the more pronounced hit to PS4 performance.
"After we we read your article we went back through, looked at the code, and determined that we made mistake on, essentially, updates. So we're now at full 60 frames. We're now posting an update that will go up before the day one patch, and will be part of the day one patch," Hight continues.
"As soon as we saw your article I sent it over to our core engineering lead, and I'm saying 'hey what's this this about?' Those guys are awesome - they jumped right on it, looked through the code, and were like 'I'll be darned we actually have a problem here with the way we're updating'... So our goal is to have that out day one, so on the 19th. We actually put the Sony [PS4 patch] into format today, and Sony's going to give us a pretty quick turnaround on it. I don't think we're going to have a problem getting it day one."
http://www.eurogamer.net/articles/digit ... e-analysismorfy escribió:Lo que me he reido con lo del bug xDD
Desde luego el que no se consuela es porque no quiere xD
Pués yo me estoy riendo más.
Retamero escribió:o "para algunos era mejor suponer que la CPU de PS4 rinde menos o es inferior a la de Xbone por cierto aún sigo intentando averiguar de donde sacaron esa chorrada"
Eso demuestra que ni lees lo que posteas,lo dice el articulo de DF.
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.
Retamero escribió:o "para algunos era mejor suponer que la CPU de PS4 rinde menos o es inferior a la de Xbone por cierto aún sigo intentando averiguar de donde sacaron esa chorrada"
Eso demuestra que ni lees lo que posteas,lo dice el articulo de DF.
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.
sahaquielz escribió:¿Cual es el próximo juego multi que no sea un remaster ni crossgen?. Vamos uno que esté hecho al 100% para One y PS4.
Jack Grensleaves escribió:sahaquielz escribió:¿Cual es el próximo juego multi que no sea un remaster ni crossgen?. Vamos uno que esté hecho al 100% para One y PS4.
Unity?
Grinch escribió:http://www.eurogamer.net/articles/digitalfoundry-2014-metro-redux-performance-analysis
Parece ser que muy parejas en ambas. Segun he leido en ambas tiene los mismo defectos ( imperceptibles segun)dicen.
Fps estables en ambas
Y la unica caida es en una escena que por lo que dicen caen en ambas
Eso si en ps4 a 1080p y en one a 912p Pero muy parejas en todo lo demas
Un buen trabajo han hecho esta gente.
Moraydron escribió:Grinch escribió:http://www.eurogamer.net/articles/digitalfoundry-2014-metro-redux-performance-analysis
Parece ser que muy parejas en ambas. Segun he leido en ambas tiene los mismo defectos ( imperceptibles segun)dicen.
Fps estables en ambas
Y la unica caida es en una escena que por lo que dicen caen en ambas
Eso si en ps4 a 1080p y en one a 912p Pero muy parejas en todo lo demas
Un buen trabajo han hecho esta gente.
Lo que me ha sorprendido de este es que realmente es muy estable por lo que se ve en los videos,la verdad es que yo me lo voy a pillar,jugue al 1 y lo deje a medias por los bugs,IAs de rias y sigilo roto.Precisamente esta edicion creo que esta hecha para gente como yo,que se llevo mala impresion del 1 y paso de la saga.
Un saludo.
Grinch escribió:Moraydron escribió:Grinch escribió:http://www.eurogamer.net/articles/digitalfoundry-2014-metro-redux-performance-analysis
Parece ser que muy parejas en ambas. Segun he leido en ambas tiene los mismo defectos ( imperceptibles segun)dicen.
Fps estables en ambas
Y la unica caida es en una escena que por lo que dicen caen en ambas
Eso si en ps4 a 1080p y en one a 912p Pero muy parejas en todo lo demas
Un buen trabajo han hecho esta gente.
Lo que me ha sorprendido de este es que realmente es muy estable por lo que se ve en los videos,la verdad es que yo me lo voy a pillar,jugue al 1 y lo deje a medias por los bugs,IAs de rias y sigilo roto.Precisamente esta edicion creo que esta hecha para gente como yo,que se llevo mala impresion del 1 y paso de la saga.
Un saludo.
Yo no jugue a ninguno . Y visto el buen trabajao que han hecho . Pues me pillare esta version
Today I talked with Vehicle Art Manager Jan Frischkorn during a hands-on presentation, and he mentioned that the PS4 version is quite stable at 60 frames per second already, while the Xbox One version still didn’t reach that goal, which is why the game is currently being shown only on PS4. Of course that’s just the current condition, and the team is still working to achieve the frame rate goal on both consoles.
Frischkorn confirmed that the PS4 has a power advantage over the rival, and mentioned that it definitely makes things easier for developers. As a matter of fact, the team was surprised by how well the game ran on Sony’s new console from the beginning.
In addition to that, we learn that the cars have about 60,000 polygons each on consoles, while the PC version on Ultra shows cars with between 200,000 and 300,000 polygons. On high it will bring the number down to 60,000.
The reduction in polygons on consoles is compensated with normal maps, and the cars definitely still look awesome. By comparison Driveclub has about 250,000 polygons per car, but it’s designed to display a considerably lower number of them at the same time.
http://www.dualshockers.com/2014/08/15/ ... -consoles/
rafazgz93 escribió:Parece que, ademas de la teselación, las luces volumétricas también se han perdido por el camino.
Habrá que ver si la versión de PC conserva todas estas cosas.