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Andrew21

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Odpowiedzi opublikowane przez Andrew21

  1. Ni No Kumi zostało ocenione przez IGN na 94/100.

    http://uk.ign.com/articles/2013/01/15/ni-no-kuni-wrath-of-the-white-witch-review

     

    " Ni No Kuni: Wrath of the White Witch is one of the best RPGs I’ve played in years. Moreover, it joins the elusive ranks of the best PlayStation 3 exclusives, a group very rarely encroached upon by any studio Sony doesn’t own."

     

    "I didn’t want the game to end. It proved one of those special experiences – like I’ve had with Final Fantasy VI, Wild Arms or Tales of Destiny in the past – where I didn’t want to see the conclusion. I wanted it to keep going. That’s because Ni No Kuni is just that special, and every RPG fan owes it to him or herself to pick it up and see why."

  2. Myślę, że Sony może się postarać i wydać GT6 na europejski start PS4. To jest duża marka, a mają już gotowe modele wysokiej rozdzielczości.

     

    Moim zdaniem to powinien być ich priorytet, tym bardziej, że PD jest chyba ich najdroższym w utrzymaniu studiem, a robią najmniej gier. Tylko że też musiałby kto inny studiem kierować.

    mysle ze przy sprzedazy ok 10mln kazdej edycji jednak zarabiaja na siebie.

    Pozostaje jednak niesmak jak te ich gry wygladaja

     

    Ich odpowiednikiem w MS było chociażby Bungie, które za mniejsze pieniądze (5 lat pracy PD nad GT5 kosztowało 80 mln $ jeśli dobrze pamiętam) robiło kolejne części Halo na obecną generację, które zeszły w granicach 10 mln i machnęli jeszcze po drodze spinoff na 5 mln, a bezpośredni kontynuatorzy ich pracy machnęli jeszcze Halo 4.

     

    Naughty Dog za te same pieniądze machneło 3 części Uncharted.

    Tyle że microsoft na reklame wszystkich części halo na x360 wydał około 200 milionów $

  3. Uncharted nie było robione przez naughty dog, resistance nie był robiony przez insomniac, wipeout niestety jest tytułem niszowym. Gdyby vita dostała uncharteda od naughty dog, resistance od insomniac, gt5 portable od polyphony, final fantasy i nowego metal gear solid to wtedy vita przekroczyłaby pułap 15 milionów sprzdanych konsol. A tak wyszły porty średnio ocenianych gier(oprócz uncharted) w dodatku nie robione przez liczące się studia devolperskie.

  4. Nie liczyłbym na dobry start ps4 mając w pamięci ps2 i ps3. Moim zdaniem pierwsze 2 lata będą należeć do x720. Xbox na start dostał halo i pgr a x360 kameo, pgr 3 i rok później gears of war.Jeśli sony chce wygrać to niech lepiej wyda Uncharted 4, Gran Turismo 6 prologue, killzone 4 i infamous 3. Nowe ip stworzą developerzy third party.

  5. Ciekawe co za "mądrala" wpadł na nazwę LAG która w grach komputerowych ma wydźwięk pejoratywny. To tak jakby nazwać gazetę o gotowaniu padlina albo zakalec. Chyba że twórcy znaleźli nisze i piszą dla opóźnionych czytelników??

    • Plusik 2
  6. Podsumowanie informacji o PS4:

     

    With the PS4 probably coming out next year, and certainly no later than 2014, we’ve been digging around looking for the inside scoop on what exactly you should expect. All of the following is based on publicly available information, rather than shady secret anonymous sources where you have to trust us because we’re games journalists (ha!).

    Due to the size of this post, it has been split up into sections, feel free to scroll to the ones that interest you, or read the whole article to get the full picture.

    First off, PSLS has uncovered a job listing for a ‘Lead Systems Engineer’ that “will act as an industry expert and a leader in systems level development on PlayStation platforms”, which includes “hands-on low-level research on cutting-edge hardware”. Basically, the job listing heavily hints that the Lead Systems Engineer will be working on future PlayStation hardware – that is, the PlayStation 4 or Orbis.

    So that’s why the fact that the advert lists “experience on GPGPU programming” as required is rather interesting. A previous job listing for a Staff Compiler Engineer at SCE’s US R&D team for “current and future platforms” also talks about GPGPUs, as does this Technical Account Manager job. So does a Sony London job, but we’ll get to that later.

    GPGPU – What it is:

    General-purpose computing on graphics processing units (GPGPU) isn’t an entirely new concept – it’s been used in super computers for a while and Nvidia has been pushing the tech heavily with its Tesla Personal Supercomputers that use their CUDA parallel computing architecture. The trend of using a GPU for more general purpose stuff came into being in 2006 – right when this generation of consoles began, meaning they missed out on it – and has become increasingly popular. Most importantly, the Wii U also uses one (although with arguably weak chips).

    In its most basic terms, what a GPGPU is is a GPU that also handles stuff that a CPU would do. Nvidia’s Sanford Russell explains the traditional GPU and CPU arrangement as thus (paraphrased by Gizmodo) - ‘If you were looking for a word in a book, and handed the task to a CPU, it would start at page one and read it all the way to the end, because it’s a “serial” processor. It would be fast, but would take time because it has to go in order. A GPU, which is a “parallel” processor, “would tear [the book] into a thousand pieces” and read it all at the same time. Even if each individual word is read more slowly, the book may be read in its entirety quicker, because words are read simultaneously.’

     

    GPGPU – In Gaming:

    The true impact this will have on games will depend on the chips themselves, but GPU consultants and researchers Nullpointer explained the benefits of a GPGPU in a slideshow.

    “High processing power of the GPUs, the GPUs are very powerful and games, as real time applications, need its power to add performance.” It could also avoid a bottleneck of CPU to GPU transfer time, as well as leading to better AI and game physics.

    AMD explained the current usage of GPGPUs in a presentation at their Fusion 12 Developer Summit this summer – the GPGPUs all focus on visual aspects like particles, fluid simulation and destruction. But it has limitations for non-graphics processing with buffers, delays and constrained programming models. The future, however, is bright. Heterogeneous Systems Architecture is the latest take on GPGPUs , which AMD thinks will drastically decrease latency.

    · “With HSA you can simulate physics on the GPU and get the results back in the same frame.

    · More objects, higher fidelity.”

    Load times could also be minimized significantly as decompression would be far faster. Equally, simulating thousands of troops’ motion across terrain was highlighted as something that would be far easier. AMD ended by saying:

    HSA will finally make GPUs available to developers as full-featured co-processors.

    Essentially, it means that developers will be able to make the full use of a system’s power, and not have problems like with the PS3′s Cell chip, where there’s a ton of power under the hood, but it’s hard to access.

    AMD has long been rumored to be working with Sony on the PlayStation 4.

     

    DirectX 11, Tessellation:

    The Lead Systems Engineer job also mentions “experience with DirectX11 and compute shaders”, hinting at either DX11 support or aims to offer something equivalent. It’s far from conclusive, so we searched further. The now-closed Sony studio Zipper Interactive were working on a next gen title, something that has been reported and confirmed numerous times before. We’ve uncovered that developer Casey McDonnell worked at Zipper on “next-gen research”. Specifically, he “Researched and documented “next-gen” character art pipeline and tools, including shading, DX11 tessellation, target renders and look development.”

    Tessellation is one of the big features of DirectX 11 (nb: DirectX is a set APIs created by Microsoft that massively affects game development and the quality of games). Nvidia sums up what tessellation is:

    In its most basic form, tessellation is a method of breaking down polygons into finer pieces. For example, if you take a square and cut it across its diagonal, you’ve “tessellated” this square into two triangles. By itself, tessellation does little to improve realism. For example, in a game, it doesn’t really matter if a square is rendered as two triangles or two thousand triangles—tessellation only improves realism if the new triangles are put to use in depicting new information.

    Buzzword benefits of tessellation include – perfect bump mapping, smoother characters, seamless level of detail, scalable artwork. In essence, it makes stuff look much better, with less jagged edges and more depth.

    Unity’s CEO claimed that it was “potentially possible” for the Wii U to allow for DX11 equivalent functionality, but that is highly debatable. However, considering Microsoft used the X from DirectX to title the Xbox (the project name was DirectXbox), and both previous Xboxes have used DX, it’s almost guaranteed the 720 will use DX11. That’s why it’s important to hear that Sony are working on an equivalent API if they plan on competing graphically with whatever Microsoft brings out.

    Previous Bethesda job ads also suggested that the next generation of consoles will feature architecture built around the latest DirectX 11 APIs.

     

    SCE London Creating a PS4 Graphics Library:

    Sony’s London studio is a key studio for PlayStation – their largest in Europe. Having led the development of PS Home and the PS Eye, SCE London is best known for games with ‘broader’ appeals like SingStar,EyePet and, recently, Wonderbook. But core gamers still love them for The Getaway series, and shed manly tears at the cancellation of The Getaway 3 and Eight Days. There’s hope that they could be developing a core game, however, as we previously uncovered that they’re working on an AAA character action game.

    One thing is for sure – they’re developing a graphics library for the PlayStation 4. In a job listing (mirror 1, 2) for a Graphics Programmer, they offer “an opportunity to work on the shaping of a newly developed set of graphics libraries which will become the core graphics technology for the prestigious London studio for many years to come“. Continuing: “there is the opportunity to work on cutting edge effects for our new concepts, building on the very latest graphics research“.

    Join us in applying cutting edge graphics research in numerous areas to differentiate the visual presentation of our games, and set the bar for the industry:

    · Real-time Global Illumination of fully dynamic scenes using Instant Radiosity

    · High fidelity materials and physically based shaders

    · Fluid simulation and rendering

    · Volumetric lighting and shadows

    · Procedural geometry: fur, hair, grass

    · Advanced post-processing techniques

    · Next generation particles and volumetric effects

    · Maintain an up-to-date knowledge of emerging graphical techniques within Sony Worldwide Studios and the wider graphics community

    · Opportunity to drive forward the direction and quality of the visual effects based on this knowledge

    · Create viable technical solutions to effects requirements

    The job listing also says that “GPGPU experience [is] an advantage”.

    It’s clear that they are developing the tools for the next generation of PlayStation consoles, so let’s take a closer look at some of the jargon and what it can tell us anything about the PS4.

    Global Illumination, Instant Radiosity

    Lighting is vitally important to realism in games, and something that has taken great strides this gen. Having the lighting being dynamic – that is, changing with what you do and what happens, rather than being fixed – is all the more important. Currently, most games handle light and shadows like this – here’s a light source, and here’s the shadow it makes. What they don’t take into account is the reflections and shadows of everything else in the world – think how mirrors in games rarely affect the light levels in the room.

    Martin Kinkelin and Christian Liensberger show the outcome of Global Illumination in their overview of Instant Radiosity:

    To do this realtime in a “fully dynamic scene” will require a powerful console to be able to pull it off, and will lead to incredible realism with lighting.

    In Conclusion:

    None of this is of course confirmed and so should be treated as a rumor, however the sheer number of job listings across two continents and an ex-Sony employee’s LinkedIn account adds credence to the findings.

    Feel free to discuss your thoughts on what you’ve read, as well as your general hopes for the PS4.

     

    http://www.playstationlifestyle.net/2012/12/05/ps4-specs-blowout-gpgpu-directx11-sony-london-set-the-bar-industry-global-illumination-instant-radiosity-more/

  7. Statystyczny gracz kupuje na konsole średnio 10 gier(nie licząc cyfrowej dystrybucji) w sklepie przez całą generacje. Nawet jeśli kupiłby 10 gier w dniu premiery to wychodzi 600$ dolarów czyli około 2000 złotych. W większości przypadków maksymalnie 50% sprzedanych kopii gry jest po pełnej cenie. Więc jeśli Sony przez 5 lat dostawałoby po 400 złotych rocznie to byliby znacznie do przodu. Oferta przecież dotyczyłaby tylko gier ich wewnętrznych studiów developerskich a dodatkowo odeszłaby marża dla sklepów oraz koszt pudełka i płyty. Już pół roku po premierze w plusie był starhawk. Takie gry jak twisted metal, little big planet karting, ps battle royal i tokyo jungle bedą miały problem aby przekroczyć 1 milion a i tak większość sprzedanych kopii będzie po znaczących obniżkach.

    • Minusik 1
  8. No fajnie tylko Sony nie jest organizacją non profit i na takie czary nie masz co liczyć :woot:

    Wiecie czy te 48 godzinne promocje grudniowe pojawiają się o północy czy w ciągu dnia?

    Jakby ograniczyli ofertę do gier wydawanych przez sony to byłoby to opłacalne. Przy milionie subskrypcji mieliby 400 milionów złotych a przy 10 milionach już 4 miliardy złotych. Odchodzą koszty płyty,pudełka i marża dla sklepów. Dodatkowo mieliby zapłacone z góry na utrzymanie swoich wewnętrznych studiów developerskich. Moim zdaniem taka oferta byłaby opłacalna zarówno dla graczy i dla sony.

    • Plusik 1
  9. ale że co, jak kupi teraz plusa to dostanie te gierki? :woot:

    Jak kupi teraz plusa to dostanie: Infamous 2, Little Big Planet 2, Motorstorm Apokalipsa, Ratchet and Clank All 4 One, Crysis 2, Vanquish, Limbo, Bulletstorm, Resident Evil 5 Gold Edition. Abonament na 3 miesiące kosztuje 50 złotych. Czyli 50 złotych za 9 bardzo dobrych gier.

  10. W tym roku w plusie z fajnych gier wyszło: red dead redemption, deus ex, borderlands, infamous2, little big planet 2, motorstorm, darksiders, Crysis 2, bulletstorm, batmqn Arkham city, Ratchet and clank all for one, starhawk, outland, oddword stranger, Lara croft and Guardian od light, renegade ops, machinarium, virtua fighter 5, resident evil 5. Właśnie dlatego ps3 jest idealne do nadrabiania zaległości.

  11. Andrew sorry ale jesteś poważnie pjerdolnięty, gościu chce kupić konsolę którą można wyrwać za nawet 700zł a tu mu coś wciskasz o nowym xboxie za rok który nie będzie miał tyle ciekawych gier ile obecne konsole i będzie tak gdzieś z 1000zł droższy, a kszaqu wyraźnie zaznaczył że pieniądze się liczą. A te twoje "na 99% będzie mieć kompatybilność wsteczną" to oczywista bzdura którą wziąłeś kompletnie z dupska, tak jak i większość swoich ostatnich postów.

     

    Wciskasz mu jakieś pierdolety o martwej konsoli, jak on zarówno w przypadku PS3 i X360 nadrabiałby zaległości z lat 2007-2012 więc co go to obchodzi? Nie będzie mieć czasu ogrywać tych nowych tytułów z 2013 przynajmniej przez rok. Na dodatek równie dobrze z tych nowo zapowiedzianych tytułów może mu się nie podobać żaden poza nowym God of War którego wymienił wcześniej.

     

    Weź się ogarnij T_T

    Róznica jest taka że na PS3 nadrabiały zaległości kupując Plusa 180 złotych i dostałby 40 gier. Na x360 za granie online płaciłby 150 zeta. Sam mówiłeś że w takich grach jak Halo/Gears of war najważniejsze jest multi na setki godzin. Czyli płaciłby 150 złotych za mozliwość grania online w 2 gry Halo 4 i gears of war 3. Nie musi przecież grać online w Gears of War 1,2 , Halo 3, ODST, Reach skoro ma nowsze - lepsze części. Czyli ogólnie rzecz biorąc PS3 jest tańsze do nadrabiani zaległości.

  12. może mi ktos do chvja powiedziec jak sie wspiac po tej (pipi)ej linie w ostatnim rozdziale leona ._.

    pare "kroków" do góry zrobie i zaraz spada na początek ..................

    Nie możesz puszczać naraz 2 przycisków odpowiadających za wspinaczke.

    • Plusik 1
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