The increased bandwidth of the highest iteration of PCIe 3.0 is less important than the increased bandwidth of its lower iterations. PCIe 3.0 x4, for example, is equal to PCIe 2.0 x8, both of which are sufficient for multi-GPU configurations.
The increased bandwidth of the highest iteration of PCIe 3.0 is less important than the increased bandwidth of its lower iterations. PCIe 3.0 x4, for example, is equal to PCIe 2.0 x8, both of which are sufficient for multi-GPU configurations.
James Heller. I knew it.
Well that's fascinating :o What's the size of the original sensor?
People call it 4K because of how "3840" is very close to 4000 though
Sure, games are slowly moving toward 4k resolutions, but what if you skipped that and went straight to almost 8 times larger than highest resolutions consoles can run right now? The result is incredible.
Most publishers don't, really. Dark Souls II for example has the following minimum GPU requirements:
PC SYSTEM REQUIREMENTS 64-bit Windows 7/Windows 8 Intel Core i7 or equivalent AMD 4 GB System RAM 50 GB free HDD space GeForce 460, ATI Radeon HD 6850 High Speed Internet Connection Steam account and activation required
More specifically it was Unreal Engine 2.5, one of the great workhorses of our gaming times. I consider 2.5 to be the last engine needed for "playable" visuals, and even today you'll find it being used in low-end Korean MMORPGs.
A lot of people buy screen protectors to convert their glossy screen to matte, especially in very sunny countries.
Don't you go there, boy. To the Moon is off limits for cry bait.
Being "good" at cosplay means strongly delivering the characters and one's interpretation thereof. Whether you do this through sheer stage presence despite imperfect costuming, or through incredible attention to detail and plenty of resources, good cosplay can be achieved through many different ways, all requiring…
The last really unique "battlesuit" was the Crysis nanosuit. Beyond that we haven't seen much design innovation.
They talked about HBAO and TXAA, both of which are fascinating buzzwords that are but minor improvements on existing techniques, but they didn't address the truly next-generation occluded specularity seen from 0:38 t0 0:43 in the sunlight streaming through the overhead rails. It's the little things that matter o_o
Look at that high-frequency depth of field... I still see some artifactingbut this is better than anything I've seen from other engine demos.
There is an ancient proverb.
Wow I was just starting the video when I posted this comment, and now that I finished it I just hit the point where the guy in the video said the exact same thing.
Life-size? Perhaps you mean man-sized. No way that'd be big enough to ride in.
God that disgusting waterfall though... Scrolling normal map/vertex shader applied to a tiny bit of geometry o_o been seeing this and variants since 3dmark03 =(