Fedora Master
Arcane
- Joined
- Jun 28, 2017
- Messages
- 28,064
Here's the REAL Cyberpunk game we all waited for.
One thing I find absolutely hilarious is how incredibly ugly your char looks because you just equip the stuff with the best stats and those pieces of "clothing" never fit each other.
One thing I find absolutely hilarious is how incredibly ugly your char looks because you just equip the stuff with the best stats and those pieces of "clothing" never fit each other.
Just install some mods, dude!
as a once man greatly said: "I may have gone too far in some places."Just install some mods, dude!
I can't be the only one that thinks that gurugeorge's character looks better.
Too many.How many copies did Witcher 3 sell?
30 million copies after 6 years and numerous discounts in later years going as low as -80% of the price for the goty edition with all the expansions.
That expansion segment's what, around 15% of all resources? In terms of hard numbers, it might not be that small a team given CDPR has enough people to run a space program, and the graph indicates a slight 10-15% staffing uptick over Dec 2021. But that doesn't matter for shit if you consider the results - more than two years to regurgitate a single expansion for the game? What a joke.
Pretty sure it will have the gamebryo curse, the old area cannot be touched and the new loads up seperately. Which will make outskirts stand out as sore thumb even more. This stuff poisons gamedev for far too long now, if server side streaming (preferably textures not frames) is needed to get rid of it then old platforms should just roll over and die.
Not to mention before the recent misfiring UE5 marketing barrage it was kinda established unreal games will reside in datacenters because too high storage req.
What? Did you just make an argument in favour of cloud gaming? I'd rather all games everywhere beThis stuff poisons gamedev for far too long now, if server side streaming (preferably textures not frames) is needed to get rid of it then old platforms should just roll over and die.
Pretty sure it will have the gamebryo curse, the old area cannot be touched and the new loads up seperately. Which will make outskirts stand out as sore thumb even more. This stuff poisons gamedev for far too long now, if server side streaming (preferably textures not frames) is needed to get rid of it then old platforms should just roll over and die.
Not to mention before the recent misfiring UE5 marketing barrage it was kinda established unreal games will reside in datacenters because too high storage req.
Huh? Don't hard drives just get bigger and bigger? When I started gaming, a terabyte was inconceivably huge, now it's commonplace. Internet also gets faster, so downloading all that shit isn't a problem either.
What we’ll see as people start to get their heads around Nanite is the data streaming — not just a primary and secondary cache, but a tertiary cache that’s cloud-based. We’ll see where people take it. But we’re definitely designing the next generation of the engine so that storage can be off actual hardware.
Sweeney: Sony’s new PlayStation 5 is a remarkably balanced device, not only the GPU power, but also an order of magnitude increase in storage bandwidth, which makes it possible to not just render this kind of detail, but stream it in dynamically as the player is moving through the world. That’s going to be critical to rendering the kind of detail in bigger open-world games. It’s one thing to render everything that can fit in memory, but another thing to have a world that might be tens of gigabytes in size.
Libreri: That’s our goal with Unreal Engine 5. Huge, complex, large-scale worlds can be streamed into the machine with incredible detail, and without noticing things popping in the traditional way you’d see.
Libreri: We wanted to get to a point where we felt that things started to look very real and very photographic. You can’t do that without dynamic global illumination. For years we’ve had a system in the engine we call Lightmass that allows you to bake GI, but the problem with that is that in the next-generation, you’ll want everything moving and animating and destructible. You need a live GI solution.
We’ve tried. Even in Unreal Engine 4 there were a few pieces we did that helped with live GI, the screen-space GI thing we did and other things. But this was the first time that we really nailed it, where at console performance levels in a huge scene you were able to get dynamic lighting. It’s awesome. When the roof opens in that big area that the statues are stored, that light is — we’re not keyframing anything. It’s just the wall opening and it illuminates the space.