Come on, dude. It is 16 years.Half Life 2 came out in 2004, that isn't "decades"
Come on, dude. It is 16 years.Half Life 2 came out in 2004, that isn't "decades"
They would bbe compressed. File sizes will be smaller in general next gen.
Come on, dude. It is 16 years.
Pretty much.Only thing I can find is because of ssd, they wont need to duplicate assets anymore to get around old hard drive slow draw calls. Really curious to see how this all shakes out.
Close enough.
Not at all. I was 4 years out. Happy now, you little baby.You never ever admit you're wrong, you clearly have some kind of problem doing it.
For comparison, this is running on UE4 and a 1080 Ti:
Not at all. I was 4 years out. Happy now, you little baby.
I was wrong. It wasn't decades, it was 16 years. Lol.Yea you absolutely have a problem admitting. I can tell it just chaps your ass thinking about it. Just say "I was wrong, my bad" and ill be satisfied.
Well technically, with rounding, it's closer to decades than decade.I was wrong. It wasn't decades, it was 16 years. Lol.
I know, right.Well technically, with rounding, it's closer to decades than decade.
Thoughts?
Thoughts?
And this..? This is a dev speaking, but still...?
And this..? This is a dev speaking, but still...?
I find what he says here strange. For starters you would think a dev would know what a tech demo is. I also find the term "the correct way" odd.
Aqt the end of the day it comes down to design choices, right? You can still use maps if that is needed.
*Edit* isn't this the dev for that weird fish game exclusive to XSX and is supposed to be a pointless 120FPS.
Thoughts?
I thought this was a poorly thought out article from someone that doesn't know how game development works (not that I'm an expert).
1. "once I'd unpacked the new features I was left wondering what about the tech is actually going to enable developers to create new experiences."
It's not a engine's job to tell developers on how to innovate gameplay. Game developers do that and have for decades. It's an engine's job to enable developers easy access to develop a high quality product. A product that's dictated by the direction and creativity of a game developer.
2. "In some ways that incredibly craggy cave interior creates extra problems. With each leap in fidelity, art teams have to spend more time producing more intricate assets. "
No, art teams spend a TON of time dumbing down their assets in order to make our console/PC render at more than 5 FPS. If they don't have to worry about draw calls for things lighting and triangle counts, that frees up so much time for the artist. Also, an artist can create any asset as detailed or simple as they want. Then import it in. Boom, done. Next task. No baked in lighting, no normal/bump mapping, no juggling what texture gets what resolution based on distance to camera, no light probes.
I'm a PC gamer and also have a PS4 pro/switch. To be honest, this article comes off like a PC fanboy jealous that the PS5 has a SSD that can enable more bandwidth than any PC SSD on the market. Maybe I'm reading too much into it though.
Yeah, that dude is a dumb-ass...I find what he says here strange. For starters you would think a dev would know what a tech demo is. I also find the term "the correct way" odd.
Aqt the end of the day it comes down to design choices, right? You can still use maps if that is needed.
*Edit* isn't this the dev for that weird fish game exclusive to XSX and is supposed to be a pointless 120FPS.
Yeah, that dude is a dumb-ass...