gametr4x
gametr4x
gametr4x

Absolutely. I think the increase in specular influence between objects is most impressive a difference between previous rendering methods.

Yeh, I'm not sure exactly how their pipeline works, but I've seen similar things caused simply by rendering the water after the set of all diffuse objects, which causes things in front of transparent water to still be part of the "background" render texture. The only reason it shows up at all is because they're using

I've been looking for better information about the whole PowerVR thing, but there's really not much beyond a handful of articles (which appear to mostly be reposts) and some really shoddy on-scene footage from trade shows, where they often show off things in a very non-PR-savvy way, with tech demos that show very

It means we're still using parlour tricks because of a lack of hardware performance, or the necessary technology to do it more effectively.

Although light propagation is handled really well by this, there's still the issue of the pillar being refracted by the water that's behind it, which is an artefact of cheap approximations of light refraction. Can't wait for ray traced lighting solutions to become viable. There are some hybrids currently in operation

Yeh, I've been making 2D games with Unity for over 5 years now. Not always a pretty picture, but the ease in porting once you're done more than makes up for that (if you can sit it out). Most of the games we do end up costing about 100-250 thousand to develop depending on complexity. We tend to spread this out and

I half-expected you to end that last anecdote with a titan landing on top of both of you. That would be a hilarious ending to a moment like that.

Back in College I integrated a WiiMote and HMD into Half Life 2, which would allow you to split the view from the gun entirely. It was actually quite playable in the end.

Pacman 3D you say?

The only thing (aside from maybe the character close-ups) that made any sense here is the comparison between the march/may footage pieces containing the same things. The march one appears to be compressed to a far lesser bitrate, making any straight comparison between it and the e3 demo footage nonsensical.

Exactly. You're paying for additional convenience once, not paying off frustration forever.

You can quickly tell expertly made sushi from amateur sushi by holding it upside down. The fish should stick to the rice enough not to fall off when you dip the fish into the soy sauce.

This is a fantastic idea! Maybe they could put up some chairs at weddings, and make it all about the salami that they bring to the table. Oh screw it, it's all baloney!

And all I can think is... "how many floppy's would I need to use to install this game?"

I figured (at about 1:55) it was pretty simple because he was very quick to respond if the rule was followed or not, which meant it couldn't be very difficult to ascertain if an abnormal sequence did or did not follow it.

Can't wait to try it out, because the question I then have is how much depth can there be to such an accessible system? Only time will tell, obviously, and in the mass-media sense of a product in all honesty it doesn't matter, but as a qualitative user of this type of product it interests me nonetheless.

Absolutely this. My personal reasons for watching porn stem from a complete inability to make meaningful connections to other human beings, which wasn't caused by watching porn at all, but rather by a pervasive feeling of inferiority and abandonment throughout childhood. The fact I have a very strange relationship to

Depends on your definition of huge I guess. From a laymen's perspective the difference isn't huge, but if you know that these differences amount to about 4x the amount of rendering power, it's pretty impressive.

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