Well, yeh, input buffering helps. I wonder if anybody actually also tracks the exact time of a button press and calculates the state of the game at rendertime as it should be if the button had been pressed at that time in a continuous simulation.
Well, yeh, input buffering helps. I wonder if anybody actually also tracks the exact time of a button press and calculates the state of the game at rendertime as it should be if the button had been pressed at that time in a continuous simulation.
That's what I'm wondering though. Because the translation between input to motion would still be happening faster. It really depends how you visualize motion and reaction in the game, obviously, but take a game with a running character for instance. If the character has started running before the frame was even…
It honestly makes little sense to render faster than you update, unless some things update faster than others (car physics), or there's interpolation going on (network multiplayer, animations). But yeh, a lot of games go for a fixed update timer because it increases stability of frame-to-frame calculations, and then…
Did they ever elaborate if the game updates at more than 30fps, and then just only the rendering is done at 30? That wouldn't be too bad I guess. You'd still be tied to the 33ms frametime to react to things around you, but there's no reason not to be able to update input and physics at a higher framerate to increase…
Seen people talking about this issue on forums. I had a problem where I'd get a BSOD if I had my Xbox 360 Controller connected when it was loading the first level when you select "New Game", but every load after that I could apparently leave it plugged in. Very odd.
Social caterpillar maybe?
I'd be interested to see this chart laid out next to information about the participation numbers and how widespread participation was. If participation increases and more people from more places compete, it's more likely that words will need to become rarer to create a proper competition among a more expert crowd. I'd…
Minor spoiler warning.
Been trying to get a good setup for the settings for this game, but I'm running into pretty bad stuttering in certain areas, especially when driving. I'm using an i5-3750k, 8GB Ram and a 3GB 6970, but I'm not getting very playable performance compared to the averages here. I mean, the average is not actually that far…
Exactly. I'm part of a small indie company, and we've often discussed releasing games that were feature complete, but really not ready for release, and always decided that it would hurt us infinitely more to release it than to work on it for another 1-3 months. Depending on how long it took you to build the game…
I'm more interested in who pushed for the release in the first place. I don't think something like this gets released in this state unless somebody's telling other people to get it done, no matter what. It's tempting to think "we've spent too long on this, we must release now", but from a financial return perspective…
I've been wondering when we'd see more of this. I noticed they had this on a screenshot from their UE4 presentations, but any and all information about it and the 2D tools in UE4 have been lacking ever since. My guess is they were still working on them.
Unreal has never been known for its incorporation of a simple 2D system. I do think their choice of game is poor, but this is something that benefits their image with respect to Unity3D, which recently adopted 2D features as well, greatly.
Judging from the how-to-play video, I can totally see why WotC would be filing a suit, since a lot of the game causes confusion with their digital magic products. It's eerily similar in many ways, even if it isn't a direct copy.
And multiplayer is not something that adds to an addictive atmosphere? This focus on addictive qualities as a reason seems suspect. IMO, the game didn't have much to make it any less addictive to begin with.
I'm pretty sure the thing was already out there at cost, which is pretty much par for the course with MS/Sony in the initial stages of a console's release. It's not so much just "losing" the R&D cash either. That money is gone. The question is about losing more.
By what definition exactly? Doesn't Activision Blizzard have a board of directors and investors/shareholders who they need to appease? I mean, pre-merger with Vivendi it was probably entirely independent, but now it seems less so.
Good article, but I don't agree that full stop radio silence is not an option. The comparison with your personal situation doesn't necessarily hold since you are somebody commenting on created works, and I do agree that in that situation it is indeed not an option.
I think for a game as popular as ESO it might be financial suicide to offer a free trial this early after release. Having to cope with an enormously hyped influx of temporary players will drive server costs through the roof. If anything, you'd want to wait for the hype to die down a little, as this will spread trial…
Given the whole net neutrality situation, plus the increase in the amount of download limits and throttled connections across the US I've seen posted here, I'm inclined to think it could actually go back to a situation where physical media are financially more viable than they currently are. Streaming services might…