Im folgenden Video siehst du, wie du consolewars als Web-App auf dem Startbildschirm deines Smartphones installieren kannst.
Hinweis: This feature may not be available in some browsers.
Ich glaub du sitzt einfach zu weit weg vom TV :v:
Ubisoft ist so schlecht, ich hoffen Unity bleibt davon verschont.
HardcoreGamer had the opportunity to interview Dimps about their new Dragon Ball: Xenoverse game and when the question was asked about if the game will be in 1080p and 60fps this is what they had to say:
Bandai Namco did tell me that they are aiming for 1080p, 60fps on both PS4 and Xbox One, with PS4 being closer to reaching that goal than the Xbox One.



Den Thread könnte man generell schliessen. Immer wenn ich hier reinschauen seh ich 900p, 1080p, 720p, 30fps, 60fps usw...
Aber gut, wer es interessiert![]()

Wieso eigentlich diese Unterhaltung? Zwischen 720p und 1080p, 30fps und 60fps, kein AA und 4xMSAA usw. sehe ich eh keinen Unterschied.
![]()

Ist mir auch schon passiertHab letztens PS4 gespielt und erst nach einer halben Stunde gemerkt, dass es doch nur die PS2 war![]()

Yebis 2 Uses Xbox One eSRAM For Buffer, PS4 Unified Architecture Irrelevant Since Yebis Is GPU-Based
Yebis’s Lead Architect Masaki Kawase talks about taking advantage of the latest consoles.
Silicon Studio recently revealed that its post-processing effects engine Yebis 2 had been used for Square Enix’s tech demo for Agni’s Philosophy and for the E3 2013 trailer for Final Fantasy 15.
For those who are unaware, Yebis 2 is a post processing effects middleware developed by Japan based Silicon Studios. The technology has been used in several games like MotoGP 14, Fighter Withing and many more. GamingBolt got in touch with the lead architect of Yebis 2, Masaki Kawase (whose answers were transcribed by GM and R&D engineer Colin Magne) about the potential of Yebis 2 and how it would scale for the PS4 and Xbox One. How does it use the Xbox One’s eSRAM’s high bandwidth of 204 GB/s and the PS4’s unified memory architecture?
“We started developing Yebis 10 years ago. For each new platform (18 as of today) we ported it to, we have always been keen on extracting highest performance by taking advantages of the specificities of the platforms” Kawase explained. “So again for Xbox One, of course we use eSRAM for internal calculation and internal buffers. The unified memory architecture is less of need for us since everything happens in the GPU.”
It’s important to note here that Kawase is not criticizing the PlayStation 4′s architecture as he is simply commenting on what works best for the middleware. As Yebis 2 allows the developers to create amazing real-time post processing effects utilizing HDR rendering, it’s obvious that most of the stuff happens within the GPU.
We will have more for Yebis 2 in the coming days so stay tuned for more news and updates.