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Players step into the boots of Hilda, a brave young warrior on a quest to uncover the secrets of Aphes. Uncharted 4 was downgraded.Xbox Game Search Site Statistics Registered Members: 63,976Ĭheat Codes: 1,706 Latest News Asterigos: Curse Of The Stars launches October 11thĪsterigos is a third-person action-RPG set in a world inspired by both Greek and Roman mythology.
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What you see in that trailer would be the same exact thing you would see in the "gameplay code" of the bulid that was used to make it. MGS4 cutscenes, just like that trailer, are in-engine cutscenes running in real time and are using the same exact assets as the gameplay. That's because MGS4 cutscenes, just like that Uncharted 4 trailer, aren't pre-rendered. I don't know if you played MGS4 but if you did, you would notice that the camo Snake had when you were playing would be the same exact camo you would see in a cutscene.
CRACKDOWN 3 CHARACTER CREATOR PS3
They weren't running in real time, weren't using the assets of the gameplay portions and were not a demonstration of what a PS3 + their engine was capable of. That's because ND used a farm of a few networked PS3 to achieve those results. are better in the cutscenes than in the gameplay portions. If you play TloU on a PS3 you will notice that the lighting, textures, character detail. "lot more resources to use because its not gameplay code" That would be a pre-rendered cutscene like the ones ND made in the PS3 days. Yes it was a trailer An in-engine trailer running in real time on a PS4. Gimping the total capability of a local machine which does have the hardware designed for those workloads but they chose not to take advantage of it to compare one CPU to dozens upon dozens of their servers cpu's which they have not disclosed. Which is misleading when they're trying to compare what a local machine can do when they gave their servers two handicaps. But, they clearly hadn't optimized physics to run on a GPU which held it back.
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They compared a high end gaming PC which should have been able to handle something like that. In the same demonstration I commented about. They've added more servers and 14 servers per match is still too much lol. Not only does the destruction keep ramping up and up to require more and more, but it needs to be quick and snappy to accommodate it. Since the servers were low and mid-tier clusters from 2012, they are seriously not designed for heavy workloads like a video game. I basically gave an example of how 15 servers per match/game would be too much to meet the demand of millions of potential buyers of the game. You really think an actual game will use this technology if only around 20,000 upon millions of users could take advantage of it? And lets not forget that thousands and thousands of servers are dedicated to PC use, businesses, Microsofts own business and products, video game servers, their marketplace, etcetera, then there is even less servers to use for this in the actual world." 300,000(total numbers of servers) divided by 15 is 20,000. Me 5 years ago - " if it only took about 15 to render this. Anyway next-gen is right around the corner, I hope we'll see that original vision for Crackdown 3 come to reality some day - The vision for the ultimate - 100% destructible - Connecting to MS Cloud played with 20x the computational power of Xbox One (not just 12x) No wonder they had to downsize the vision of the project. They said they had to spin up 14 additional servers within minutes of just one match starting, just to keep up with the destruction not to mention the tens of thousands of matches, everyday, month after month when the game launches. It is likely that the cost of adding cloud servers became prohibitive as the in-game destruction progresses across the millions of games being hosted at the same time.
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It was an ambitious pipe dream, and props to them for trying. It's not just a downgrade, it's a testament to MS's inability to harness their own tech to achieve their stated aims and goals with the Cloud this gen. ArchangelMike 1318d ago (Edited 1318d ago )
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