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1038355 Posts in 41961 Topics- by 33586 Members - Latest Member: VitruvianNick

September 02, 2014, 03:42:24 PM
TIGSource ForumsPlayerGamesPlaystation 4
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caiys
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« Reply #150 on: February 22, 2013, 01:59:43 PM »

Well the point is you'll be able to upload to sites like youtube straight from your Playstation instead of faffing about with PC capture cards, editing suites and compression codecs. I probably wouldn't use it but it saves a lot of hassle for those that do.
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ham and brie
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« Reply #151 on: February 22, 2013, 02:38:07 PM »

The real point for Sony is that "Share" means giving the game you're playing and the platform you're playing it on cheap advertising to your social network contacts. It's the same as web content having Share buttons.
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Gimym JIMBERT
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« Reply #152 on: February 22, 2013, 03:20:44 PM »

I only brought the fact



So you aren't talking about the WiiU then?

Yes I am, i'm saying it's unlikely that a project that predate trends has been slapped hastily to follow trend.
yes because tablets werent a trend at all when the wii u was announced  Roll Eyes
It was, but there is also evidence they were about to do it anyway, they were thinking about it since the DS at least, that's the fact. Concluding it has been made to follow trend is "unlikely" "given evidence" also because yeah, nintendo is known to follow trend blindly (like tech power), but who know but nintendo. I think it's the worst timing for them ever, maye they thought that the trend would help them (like the 3DS but it hasn't paid them good the trend of 3D screen).

BTW

PS2


Nvidia 8800


PS4
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ILLOGICAL, random guy on internet, do not trust (lelebĉcülo dum borobürükiss)
zalzane
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« Reply #153 on: February 22, 2013, 03:24:25 PM »

its not hard to make an impressive looking face when you dedicate half the gpu's memory to vertex buffers for it
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TomHunt
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« Reply #154 on: February 22, 2013, 03:26:53 PM »

its not hard to make an impressive looking face when you dedicate half the gpu's memory to vertex buffers for the face
not an entirely unheard of scenario for a dialogue mode.
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~tom | kRYSTLR
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« Reply #155 on: February 22, 2013, 03:35:06 PM »

its not hard to make an impressive looking face when you dedicate half the gpu's memory to vertex buffers for the face
not an entirely unheard of scenario for a dialogue mode.

since when, and for what games?

what you describe would involve unloading terrain/environment buffers outside the field of view depending on the orientation of the actors in question and whether or not they move around or not. that carries the implication that the environment and the objects within it are loaded into buffers relative to their position, and unless the developers plan on wasting overhead on buffers with 500 bytes of data in them, they would be forced to load all the geometry in that "area" into the same buffer, which from there would mean that only one kind of shader can be applied to said objects stored within the buffer.

it just seems like way too hard of a technical problem for most AAA studios to even bother solving, but i would love to see an example of it being implemented.
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Gimym JIMBERT
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« Reply #156 on: February 22, 2013, 03:41:27 PM »

Well:
Tomb raider
unchartred
mass effect
LA noire
etc...
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ILLOGICAL, random guy on internet, do not trust (lelebĉcülo dum borobürükiss)
zalzane
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« Reply #157 on: February 22, 2013, 03:48:55 PM »

Well:
Tomb raider
unchartred
mass effect
LA noire
etc...

do you have technical evidence that they're unloading half their memory to make room for face meshes proportional in size to the one we saw at the ps4 demo?

Sure, I can imagine loading a higher resolution mesh for dialogue scenes, but there's no way in hell any of those examples are blowing half their memory budget on face meshes.
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Gimym JIMBERT
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« Reply #158 on: February 22, 2013, 03:58:05 PM »

The point is that it's not the streaming, it's the quality minimal leap, and talking face with reasonable quality in game is current gen (last of us), the only difference is the hair on the old man. LA noir has a strong streaming (no need to unload) and mass effect has hi quality texture for close up face. The mesh in ps4 (aside from hair) is barely above what we already have. But actually it wasn't a tech demo, it was david cage making a point on rendering face, to stress is filmic analogy, the discourse was the point, not the head. For technical evidence just google you will find plenty.
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ILLOGICAL, random guy on internet, do not trust (lelebĉcülo dum borobürükiss)
Gimym JIMBERT
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« Reply #159 on: February 22, 2013, 04:04:11 PM »

Ok now visual leap gif

The ps4/wiiU mandatory joke gif


WIIU (closest comparison to killzone, not exactly the same style)


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ILLOGICAL, random guy on internet, do not trust (lelebĉcülo dum borobürükiss)
Mipe
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« Reply #160 on: February 22, 2013, 04:06:46 PM »

Level of Detail. It works wonders, you know. Crisp, detailed faces up close. The further away you go, less detailed they are, amounting to lower performance cost.
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siskavard
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« Reply #161 on: February 22, 2013, 04:23:51 PM »

I don't really give a shit about how realistic the face though.
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ClayB
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« Reply #162 on: February 22, 2013, 04:30:46 PM »

I don't really give a shit about how realistic the face though.

I do, considering the amount of games trying to be realistic this generation and FAILING. People are gonna look back at the character models on the ps3 and roflcopter, maybe even lollerskate.
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Mipe
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« Reply #163 on: February 22, 2013, 04:33:32 PM »

I can see where you two are coming from, though. We all strive for a more genuine experience. Wooden animations and bland textures just don't leave a lasting impression, however when they emulate certain expressions - that's when they seem alive. A shrug, a scowl... A little detail that gives more emotion to the game than hi-res textures and any number of voxels.
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AshfordPride
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« Reply #164 on: February 22, 2013, 04:36:42 PM »

Yeah, I really feel like it's shitty that animation has fallen by the wayside when it comes to realism.  People seem so willing to put up with terrible canned animation in games that look amazing as a screenshot, but really fall apart in motion.  I'd be really excited to see a game with the sort of animation that could stand up next to Wreck-It-Ralph or Hotel Transylvania. 
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