all x86-64 processors.
all x86-64 processors.
I’d say the softer shadows on console are a result of lower resolution shadow maps, thus after filtering appearing softer.
Make the best you can on PC, then scale back for Consoles.
Engines are complicated things... Unreal Engine 4 isn’t entirely new code... it’s built upon a foundation that was started in 1998. Though, large chunks to get tossed out and rewritten with each major iteration. With UE4 Epic switched from a Forward Render to a Deferred Render, and there is functionality was was a…
This may surprise you, but even Unreal Engine 4 isn’t 100% new Code, the Particle system is still mostly what they had in Unreal Engine 3, “Cascade”, they are working on implementing a replacement called “Niagara”, Hell... I’d bet you some of the BSP code goes all the way back to Unreal Engine 1.0 from Unreal and UT.…
Only things I can see... PC has better FPS, PC has maybe a step better Anti-Aliasing, PC has slightly higher resolution shadow maps, and PC has a High Shadow Distance (meaning shadows are drawn on objects that are farther away)
I only have a PC, and my mother-in-law bought my wife an Arkham Knight PS4 for her birthday to celebrate the release of her first AAA game she worked on.
I hope the money from Microsoft was worth it, for Square Enix.
Probably because she’s been “the face” of the character since before they went and did all this fancy scanning.
It’s a Multiplayer shooter game, mainly. The Last of Us is a main cinematic game about a small main hand full of characters.
It’s like KOTOR and KOTOR2, You can be either one, but in the very end, only one can be canon. Though, KOTOR2 let you determine what gender Revan was indirectly.
Really they thought, Wii has a Huge market who like motion controls, lets get something on their for a slice of that pie... though, these days I think most of those people have moved into Android and iOS dev...
I’d bet you this port was likely made by Beenox in Quebec City, Activision passes off ports to secondary studios like Beenox (CoD:BOIII) and High Moon (they most recently worked on Destiny Ports)
Not FOR 4k, I’m talking texture sizes that are 4096x4096 pixels, though, reasonably I’d expect at least 2048x2048 pixel textures, which is realistically more enough theoretical texture for 1080p even if it was filling the entire screen.
You’d be surprised... if we’re talking 4K textures, you can easily be looking at 40-80MB per texture, uncompressed. And, you’re probably looking at at least... 3-4 Textures per asset, you’ve gotta have the Color, Specular, Normal, and Roughness/Glossiness at least... I’m not up to speed on Ubisoft’s art pipeline. Even…
Just for the record... I made an Unreal Engine project that was a single single car on some salt flats... The compiled and packaged project is 910MB, The Uncompressed Project folder is 3.67GB, and... the source geometry assets are 734MB, and the source textures are 342MB, there’s only 34 textures and 26 unique 3D…
the Benghazi hearings have given her a positive bump for this week.
I’d say in retrospect people have come to realize that Wind Waker was a lot better than they initially thought after being put off by the drastic change in visuals, also in retrospect that the visuals of Wind Waker still look good many years later.
This is bad year in the mobile games business, Gameloft has closed 8 studios this year, including New York which had been around for 15 years.