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Oh man, langsam nervt's. Hab' mir vorhin das GT-Review angeschaut und dachte dass RoF damit unter'n Tisch gefallen ist, fehlende Story, extremer Schwierigkeitsgrad und so.
Und dann kommt der mega-awesome-Post da oben.
Für jemanden der DQ VIII etc. eigentlich recht 'einfach' fand', ist da Resonance of Fate was für? Ein gutes Rollenspiel verpasse ich nur ungern.
- leadplattform war die 360 , dass spiel wurde dann in 3 wochen auf die ps3 geportetAdd another name to the list of Japanese-developed game engines. Joining Capcom's MT Framework and Square Enix's Crystal Tools is the ASKA Framework, an internal engine from Resonance of Fate/End of Eternity developer tri-Ace.
Impress Watch technology writer Zenji Nishikawa has a length two page report on the engine and its use in Resonance of Fate. I've summarized a few points here. For more, Japanese readers can see part 1 and part 2 of the column for themselves.
Work on ASKA, which stands for "tri-Ace Superlative Knowledge-based Architecture," began in 2005, initially as a project to convert tri-Ace's PlayStation 2 engine to a programmable shader architecture for use on PC, Xbox 360 and PS3. They fixed an initial feature set for the engine at some point in 2008. Infinite Undiscovery, Star Ocean 4 and End of Eternity all use the engine, and to varying extents, they were developed in parallel with it. Another game, currently unannounced, was started in 2009. It uses a new version of ASKA and can be considered a second generation ASKA game.
The Resonance of Fate team provided Nishikawa with some specs for the game's graphics performance. For cut scenes, battle and the world map, a single scene will use 350,000 polygons. This isn't what's rendered by the GPU -- just the total geometry of all the buildings, NPCs and other elements. In town, a single scene will have 150,000 polygons.
A single frame will have a visible polygon count of between 100,000 and 200,000 polygons. When adding in all the real time rendering elements like shadow maps and so forth, the GPU burden for a busy scene is around a million polygons.
Player characters and primary NPCs use between 30,000 and 40,000 polygons. This is twice the standard of the current generation, says the staff. A good amount of that is used on hair -- 5,000 for male characters and 8,000 for female characters. Event scenes and real time scenes use the same 3D model.
The game runs at 30 frames per second, but during high processing scenes the framerate will drop some times. Resolution is 1088x720, scaled up to 16x9, and with 2xMSAA. In terms of frame rate and rendering resolution, there's no difference between the PS3 and Xbox 360.
There are a variety of differences in how the two systems render their visuals, though. You'll have to read up on these yourself. The second page of the feature has plenty of comparison shots.
Development for EoE took place with Xbox 360 as the target platform. However, the programmers kept in mind that they'd be porting it to the PS3. That foresight, combined with the ASKA Framework, allowed them to port the game to the PS3 in three weeks. They actually just made it in time for the PS3 version's debut at the Tokyo Game Show. After this, they spent about two months tuning various areas of the PS3 version.
The PS3 version ended up being more efficient than the 360 version in some areas. The game's physical calculations make heavy use of the CELL's SPUs, making them run far faster on the PS3 than on the 360. The programmers made adjustments to make sure the two versions of the game have the same performance, but looking at efficiency, the PS3 version has more room to spare.
The 360 version has advantages in shadow maps and other areas. For specifics, and plenty of other technical details, you'll have to read the original articles.
Du weißt aber, dass "afaik" = "as far as i know" oder?mir machts afaik auch nach wie vor spass
die story die ich afaik geboten bekomme reicht mir auch
Du weißt aber, dass "afaik" = "as far as i know" oder?
komisch, XBox 360 ist lead, und auf der PS3 siehts besser aus
Allerdings kann ich mich nicht erinnern, dass bei meiner 360er Version die Schatten so schlecht verpixelt sind, die sind bei mir ingame genauso aalglatt wie bei den Bildern der PS3 Version.
Würde mal gerne wissen wie ich auf dem verdammten "Gefahrenmodus" rauskomme
Die 3 Character laufen wie idioten herum und können kaum etwas machen
Need help!
ich will hier keinen war starten aber die 360 version schaut um einiges besser aus (vor allem in sachen licht- und schatteneffekte + blooming)
die unterschiede sind aber wirklich marginal , dass ist kein bayonetta port ^^
von der performence her laufen beide identisch und das ist doch was zählt
http://www.videogameszone.de/Resona...-Screenshot-Vergleich-743350/galerie/1269697/
Würde mal gerne wissen wie ich auf dem verdammten "Gefahrenmodus" rauskomme
Die 3 Character laufen wie idioten herum und können kaum etwas machen
Need help!
FF13 hab ich mir gar nicht erst gekauft
Nicht rundebasiert und man steuert nur einen Char? Da hätt ich keinen Spaß dran.
und gefällt euch das spiel mehr als final fantasy 13?