All skeletal animations can be interpolated, and mocap is skeletal based (otherwise an animation is gigabytes of mesh data, which will never fit inside a game). When vertex animation is used, that can be interpolated as well.
All skeletal animations can be interpolated, and mocap is skeletal based (otherwise an animation is gigabytes of mesh data, which will never fit inside a game). When vertex animation is used, that can be interpolated as well.
The closest thing that’s around to be called an “emulator” is the 360 OS running on XBone, which provides an x86 layer for OS functions.
Marketing BS to make it sound like a greater technical feat than it actually is.
These specifics are very important in the matter of bringing the XBone’s 360 compatibility to PC, which is the subject of discussion in this comment chain
I mean, tomato tomahto - I get that it’s not just brute-force emulation
I remember when Corona SDK were showing off their sprite batching update a few years ago and they literally said “Blazingly fast 30 FPS” in their news post
Everyone that cries about that shit should probably actually learn how games work
It’s not an emulator at all. It’s hit and miss because studios are recompiling their games for x86, which may introduce performance issues if they relied on some PPC quirks (of which there are some) or may introduce improved performance if the game was programmed properly.
It’s not an emulator. The disc is a DRM check to give you a free pass for the digital download (which is the software recompiled for x86).
The XBone is just a computer running windows
Xbone’s BC emulator
the developers at Rockstar did take the time to optimize it for the current generation
What’s a Kinect? ( ͡° ͜ʖ ͡°)
My optimisations are towards the best end user experience and that’s a balance between FPS, resolution, input responsiveness, quality and battery consumption. I usually step down each of these things as battery level drops, so it’s all dictated by how much battery I’m sucking out of the user’s device.
The people who develop batteries are not the same people who develop processors and are not the mobile phone manufacturers. These are all different companies trying to improve their research and technology so they can beat their competition and sell their stuff to the phone manufacturers and make lots of money.
Reducing the frame-rate would be for the 3D rendering to match the low frame-rate of the camera preview that AR apps use, so it would look right at home. As would reducing the resolution as camera previews are low detailed.
Needs to be fought on all fronts, but batteries are not advancing at the pace of processors and manufacturing techniques (batteries pretty much haven’t changed at all in decades) and power efficiency in software is a relatively new area of research, so no-one even knows if there’s an upper limit there.
And you know this because you plugged your device into your computer and profiled the app’s power usage?
If that’s the case for Ingress, then I’d presume it would be the same for Go.
Nintendo “Seal of Quality” has been lost when they started making mobile games