gametr4x
gametr4x
gametr4x

The one visual flaw that pops up in most of these is that a lot of the surfaces reflect only what is rendered. The paris demo had it too (reflections of objects popping in/out of existence partially as they moved in/out of view), and you can clearly see the influence of this effect on the floor at 1:22 in the second

I don't agree it wouldn't work in a racing game. Racing is not an instant response game, it's a flow, often relying heavily on knowing what's coming well before it happens. And a flow works at variable framerates. Something popping into your view, and you needing to shoot at it (like enemies coming around corners) is

All true. This tactic obviously does not work for twitch-type games, but really wouldn't be a bad system for racing games, for instance.

A student of mine recently commented on this, since he's done a lot of research on framerates, and formats and how the eye works and such. If you move beyond the fact that framerate can be independent of update-speed, ergo you don't necessarily have to sacrifice fidelity, you'll just lose a sliver of time until you

I think the CP9 incredulity was sort of the point where I started appreciating the characters for their weirdness. It was a weird saga because it was over the top shounen action with such weird enemy characters, which actually reminded me a lot of Goku vs Frieza.

I think the insane character variation is arguably one of One Piece's best qualities. No other series I've seen allows you to instantly recognise and remember such an insanely huge amount of personalities. Their visage is only the first part of that, too. Their behaviours, ways of speaking, etc, all differ in

From all the DLC comments I just have one question.

Yeh. Forgot the name, but that's totally him.

I found out knives were amazing in RE4 after shooting all of my ammo at a boss, only to knife him in a few hits afterwards. I promptly reloaded and kept all my ammo.

Could be, but our students have at least 4 of those across the second, third and fourth year.

Really good stuff for a team of 7 in 14 weeks. Any word on how much experience they had with UE4 going into the project? I'll be showing this to other student groups working on UE4 to give them an example of what other students are capable of.

Maybe that's why it's called the Hinterlands. It's the area that creates a lingering feeling in the back of your mind.

Now playing

Really wondering if those visual fx can be toned down at all. Sometimes it becomes very jarring and visually exhaustive to look at. Great for a teaser like this, obviously.

Thought I'd combine this with something else. Still open to suggestions about what could be more "I don't care that you're lying there naked" than a full-blown pencil-art of a nature scene, back turned and all.

And of course naming stuff is amazing!

One thing that surprised me was the inclusion of camps you can conquer, instead of just setting them up in an open field. I ran into a keep that was occupied, and fought my way through it in about 15 minutes. After that, it's a pretty big camp with crafting stations as well. Really loving how this game rewards

A friend of mine told me it ended and asked me to describe the final fight, in terms of characters, abilities used and final outcome.

As far as I could tell, turning off VSync solved most mouse issues I was having. At least it made the lag that remained very minor. I've heard it's a problem with games that don't use raw mouse input data, and Windows 8.1 changed the way mouse input is handled causing the lag. Fix is apparently incoming from MicroSoft.

Quake 3 Team Arena, mostly Inner Sanctum and Vortex Portal.

I actually think arbitrary data caps are more of an issue than speed difference in this regard. Downloading a 50GB digital game is a pretty big problem for people with a 50GB transfer cap.