Im folgenden Video siehst du, wie du consolewars als Web-App auf dem Startbildschirm deines Smartphones installieren kannst.
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Es sieht noch immer nach Videospiel aus (Clipping bei den Haaren, Flimmern der Vegetation, stark unterschiedliche Qualität der Assets etc.) aber für Open-world RPGs ist das ein gewaltiger Sprung nach vorne. Mal sehen wie das Guerilla Games RPG wird.
DA3 sieht irgendwie...nicht lebendig aus
Die werden wohl einen Vorteil bei den Assets haben, Sony scheint für Hochwertiges eine gute Infrastruktur aufgebaut zu haben.
Bin aber voll deiner Meinung, TW3 sieht für ein OW RPG absolut klasse aus. Ein Gamersyde Video würde nochmal einen besseren Eindruck machen.
DA3 sieht irgendwie...nicht lebendig aus
Die werden wohl einen Vorteil bei den Assets haben, Sony scheint für Hochwertiges eine gute Infrastruktur aufgebaut zu haben.
Bin aber voll deiner Meinung, TW3 sieht für ein OW RPG absolut klasse aus. Ein Gamersyde Video würde nochmal einen besseren Eindruck machen.
Brod suckt
Das gibt's übrigens schon.Die werden wohl einen Vorteil bei den Assets haben, Sony scheint für Hochwertiges eine gute Infrastruktur aufgebaut zu haben.
Bin aber voll deiner Meinung, TW3 sieht für ein OW RPG absolut klasse aus. Ein Gamersyde Video würde nochmal einen besseren Eindruck machen.
mal abwarten was Ubisoft mit dem Next Gen only AC Ende 2014 abliefert
mal abwarten was Ubisoft mit dem Next Gen only AC Ende 2014 abliefert
Driveclub Facts
- All clouds are full 3D models to ensure accurate light diffusion from the sun. They’re calculated at massive distances in a fully volumetric form, so thin clouds cast lighter shadows than dense storm clouds, and their colour impacts the feel of the landscapes and cars.
- Skies are uniquely generated every time you play, so just like in real life you’ll never see the same sky twice. Unless you’re replaying somebody’s challenge, in which case it’ll replicate exactly to ensure a level playing field.
- Clouds react dynamically to different wind speeds. This is then converted into a ground wind speed which accurately interacts with all vegetation, overhead cables and other environmental features, based on their height from the ground.
- Waves and rippling on the surface of lakes is dynamically linked to wind speed, which affects how clear reflections are in the water.
- Road tarmac textures are hand-modelled rather than tiled or tessellated. Stones and bitumen are all placed and then rendered procedurally to give realistic surface detail with huge visual variety and no repeating detail on any road surface.
- Each location has a draw distance of up to 200km to the horizon and even simulates the curvature of the earth in both skies and terrain. Distant landscapes are built out and fully modelled, instead of ‘painted on’, to ensure that they support the dynamic, volumetric nature of the skies and lighting.
- Some tracks boast over 1.2 million road-side trees – and this number keeps going up as the artists try to out-do each other as development progresses.
- The Indian track Chungara Lake boasts a 19,000-strong flock of pink flamingos, all behaving independently of each other.
- A typical DRIVECLUB car is made up of 260,000 polygons. The staggeringly detailed cars you see in promo videos are the same models you drive in the game – they’re not pre-rendered CG versions.
-The cars have realistic layered paint materials – base metal or carbon layer, primer coat, base colour coat, two metallic paint coats, clear top coat, etc. – which can all be stripped away individually as part of the damage system.
-A full shader-driven procedural system is used to simulate car damage. Multiple layers of scratches appear in the most exposed areas and edges, revealing undercoat and bare metal or carbon. A parallax mapped dent layer provides minor crumpling, and a physics driven vertex deformation system is used for severe damage.
-Despite all of the above, once selected a track will take no more than 15 seconds to load.
MS redet bei der One nur über Clouds, Sony liefert Clouds
Quelle: http://blog.eu.playstation.com/2014/06/05/51-driveclub-details-might-just-blow-mind/
:v:
Technical director Alan Roberts breezes through the ins-and-outs of a real-life optical phenomenon known as Rayleigh scattering, which is what causes both the vivid blue hue of the midday sky and the red and yellow tones of the sky at sunset. In a nutshell, the sky in Horizon 2 is blue because science dictates it, not because an artist glanced out a window and settled on the closest shade he or she could find.
“This now means that we can simulate the way that light interacts with particles in the atmosphere,” says Roberts. “We no longer have to have artists picking the colour of the sky from a colour picker; we can model the amount of particles in the atmosphere and the sky and the lighting reacts accordingly.”
“That’s how it works in real-life, and that’s exactly how it’s working here,” adds Penrose.
The pair go one step further, stripping away the particles from Horizon 2’s atmosphere. We can now see the stars (which Penrose assures us are also accurately modelled) because, as Taylor explains, “t’s like being on the moon or a planet without an atmosphere.”
Genau, der Himmel in Forza ist aus unzählbar vielen Milliarden Partikeln gemacht :rofl4:
Wer außer Finley glaubt bitte den Blödsinn :uglyhammer2: