ConsoleWAR Last-Gen-Technik (Konsolen, PS4, Xbox One und Wii U)

Hab jemanden gequoted :nix:

Was willst du? Das gepostete Video ist eine absolut beeindruckende Demonstration was bei the Division technisch geboten wird. Finde ich gut und will ich im nächsten gta sehen. Alles andere ist pures getrolle von dir und juckt eh keinen.
 
Was sagen den die Betatester zu TD auf der PS4? Kaufen oder besser nicht? Destiny war letztes Jahr das von mir am meisten gespielten Games. Oder hinkt der Vergleich?
 
Zuletzt bearbeitet:
Hier eine Übersicht über die Vorträge der diesjährigen GDC

http://schedule.gdconf.com/list


Eine kleine Auswahl

Taming the Jaguar: x86 Optimization at Insomniac Games

In this session the low-level optimizations in the AMD Jaguar CPU used in PS4 and XBOX ONE will be analyzed. Optimizing for the out of order Jaguar CPU is very different from previous console CPUs, and in this session a few key optimization techniques will be reexamined in the context of out of order CPUs.

Takeaway
Attendees will learn a variety of practical techniques for optimizing code on the Jaguar CPU, including proper handling of prefetching, unrolling and SIMD code.


Texturing Uncharted 4: a matter of Substance (presented by ALLEGORITHMIC)

Naughty Dog artists Bradford Smith and Rogelio Olguin will give a brief overview of the Substance toolset, and talk about the goals and evolution of the studio's Substance pipeline. The adoption of Substance ultimately shaped texture and asset creation for Uncharted 4. The talk will focus on Naughty Dog's take on procedural workflows and how Substance streamlined material and asset creation. From the adoption of PBR, to content management, Substance was able to complement Naughty Dog's unique workflow while ensuring AAA quality for the most ambitious Uncharted game to date.

Sebastien Deguy, CEO and Founder of Allegorithmic, will also shed a light on the future of Substance and the new frontier of material creation.

Takeaway
Attendees will learn how Naughty Dog handled the transition to a new generation of hardware and graphics by revamping their art pipeline around Substance. They will see how the studio was able to undergo this transition by adopting new tools and workflows and how it ultimately affected the final game.


Optimizing the Graphics Pipeline With Compute

With further advancement in the current console cycle, new tricks are being learned to squeeze the maximum performance out of the hardware. This talk will present how the compute power of the console and PC GPUs can be used to improve the triangle throughput beyond the limits of the fixed function hardware. The discussed method shows a way to perform efficient "just-in-time" optimization of geometry, and opens the way for per-primitive filtering kernels and procedural geometry processing.

Takeaway
Attendees will learn how to preprocess geometry on-the-fly per frame to improve rendering performance and efficiency.

Intended Audience
This presentation is targeting seasoned graphics developers. Experience with DirectX 12 and GCN is recommended, but not required.

Lighting the City of Glass - Rendering Mirror's Edge: Catalyst

Designing a big city that players can explore by day and by night while improving on the unique visual from the first Mirror's Edge game isn't an easy task.
In this talk, the tools and technology used to render Mirror's Edge: Catalyst will be discussed. From the physical sky to the reflection tech, the speakers will show how they tamed the new Frostbite 3 PBR engine to deliver realistic images with stylized visuals.
They will talk about the artistic and technical challenges they faced and how they tried to overcome them, from the simple light settings and Enlighten workflow to character shading and color grading.

Takeaway
Attendees will get an insight of technical and artistic techniques used to create a dynamic time of day system with updating radiosity and reflections.

Intended Audience
This session is targeted to game artists, technical artists and graphics programmers who want to know more about Mirror's Edge: Catalyst rendering technology, lighting tools and shading tricks.


Photogrammetry and Star Wars Battlefront

Photogrammetry has started to gain steam within the Games Industry in recent years. At DICE, this technique was first used on Battlefield and fully embraced the technology and workflow for Star Wars: Battlefront. This talk will cover their research and development, planning and production, techniques, key takeaways and plans for the future. The speakers will cover photogrammetry as a technology, but more that than, show that it's not a magic bullet but instead a tool like any other that can be used to help achieve your artistic vision and craft.

Takeaway
Come and learn how (and why) photogrammetry was used to create the world of Star Wars. This talk will cover Battlefront's use of of the technology from pre-production to launch as well as some of their philosophies around photogrammetry as a tool. Many visuals will be included!

Intended Audience
A content creator friendly talk intended for pretty much any developer, especially those involved in 3D content creation. It is not a technical talk focused on the code or engineering of photogrammetry. The speakers will quickly cover all basics, so absolutely no prerequisite knowledge required.


The Future of Xbox Game Development for Windows (presented by Microsoft)

Windows and Team Xbox talked at GDC in 2015 about how we were building the world's most accessible and powerful game development platform that spans across consoles, PC, tablets, phones, and more. Come join us in 2016 to see how we are delivering on our vision & are empowering game developers to reach billions of customers around the world, connected through the power of Xbox Live and our Universal Store, plus a host of new platform innovations for games in every genre.


Universal Windows Platform (UWP) Game Development (presented by Microsoft)

The Universal Windows Platform (UWP) is at the core of our vision for the future of game development. UWP powers games & apps on our most innovative operating system yet: Windows 10. Windows 10 powers Xbox One consoles, PCs, tablets, Phones, and even our upcoming HoloLens device. Come learn from our experts how we're pulling out all the stops, to make UWP the best choice for making games in the future; a great game developer experience with great performance and cross-platform capabilities.


PlayStation VR: Development and Innovations (presented by Sony)

Join us as we enter the world of PlayStation VR and explore various development concepts and design innovations. It will be an exciting journey that you surely won't want to miss. We will be updating the online session description with more details to come.

Takeaway
Attendees will gain new insights and concepts into PlayStation VR development.


Für unsere CW-Programmierexperten natürlich uninteressant, weil eh alles bekannte Hardware :scan:
 
Freu mich am meisten auf material von ND, denn die assets in U4 von dem E3 abschnitt sind einfach krank, obwohl man mit dem jeep da 1 sek durchfährt gibts da mehr details als in den meisten AAA games :banderas:
Auf DICE freue ich mich auch, machen auch immer gute presentationen so wie Ubisoft.
Und PSVR logisch auch ;)
 
Die Low Settings / Xbox One Abteilung, hat noch mindestens 2 Jahre mit der Portierung von Multigames zu tun.
 
Freu mich am meisten auf material von ND, denn die assets in U4 von dem E3 abschnitt sind einfach krank, obwohl man mit dem jeep da 1 sek durchfährt gibts da mehr details als in den meisten AAA games :banderas:
Auf DICE freue ich mich auch, machen auch immer gute presentationen so wie Ubisoft.
Und PSVR logisch auch ;)

Scheint aber nichts mir BF5 zu sein. Die Lücke neues von ihrer Frostbite Engine zu zeigen, schiebt diesmal Battlefront und Mirrors Edge zu übernehmen ^^
 
dann musst du genauer lesen.

Trifft wohl eher auf dich zu. Dein Kindergarten kannst hier eh direkt wieder lassen. PS4 hat bei fast allen games 1080p und High. Voldemort 4k und Ultrahigh mit 1000 frames/second von mir aus, nur juckt das hier nicht auch wenn du das wohl niemals begreifen willst.
 
Bin gerade bei The Division über folgende Info gestolpert:
•Auch auf der Konsole wird es Grafikeinstellungen geben, um die Performance zu verbessern. Spieler sollen zwischen höherer Framerate und hübscherer Optik wählen dürfen.
Sollte es ruhig öfter geben!
 
Findest du? Gerade das hasse ich eigentlich am PC... bin dann immer "ewig" damit beschäftigt, rum zu probieren, wie es mit was wie läuft... verbringe dann manchmal bald mehr Zeit im Grafikmenü als im Spiel. Natürlich, dass ich mein "Problem", aber inzwischen bin ich auf dem Tripp "es ist wie es ist" und fertig. Wenn es mal ruckelt, ruckelt es eben, wenn es gut läuft, läuft es gut... machen kann ich eh nichts.
 
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