B@¥ek schrieb:Wenn VF schon so gut aussieht, wie wird dann Tekken 6 erst? :o:o:o
bis jetzt ja nich so dolle...
Im folgenden Video siehst du, wie du consolewars als Web-App auf dem Startbildschirm deines Smartphones installieren kannst.
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B@¥ek schrieb:Wenn VF schon so gut aussieht, wie wird dann Tekken 6 erst? :o:o:o
Darji schrieb:Ne Soulcalibur wird bestimmt wieder Multi und kann deswegen die PS3 Power nicht ausnutzen.
Leschni schrieb:Vanessa gefällt mir von Bild zu Bild besser. Sieht langsam endlich mal nach einer hübschen Frau aus. Und nicht mehr wie ein Mannweib. *auf VF4 schiel*
Griffster schrieb:72 !!! neue bilder bei gamefront:
http://www.gfdata.de/archiv10-2006-gamefront/2392.html
http://www.gfdata.de/archiv10-2006-gamefront/2391.html
http://www.gfdata.de/archiv10-2006-gamefront/2393.html
der wireframe von der wasser arena is geil...
Joa stimmt schon, aber ich denke mal sein Aussehen wird nicht das ausschlaggebende sein. Wenn man seine brachialen Combos wieder verinnerlicht hat und diese auf den Gegner los lässt, wird es definitiv wieder richtig scheppern.solid2snake schrieb:der style in VF5 ist einfach großartig, kein charakter sieht mies aus, nur fand ich Akira in VF4 "brutaler", hab jedesmal bei seiner siegespose mitgeschrien. hoffentlich gehts wieder so schön ab wie damals. habe am original VF4 automaten im SEGA arcade center in london min. 30 verpulvert... das waren zeiten
+ rendered in 1280x768 @ 60fps (the arcade panel is 1366x768 so there are black bars)
+ The development had begun before NVIDIA provided OpenGL perf analyzer, so they developed an in-house tool to maintain 60fps. (vertex in the picture includes that of self-shadow) The bottleneck was not in the AGP bus but in the pixel load.
+ OpenGL2.0 w/ ARB assembler for shader programming. NVIDIA extensions are employed too. (Not all LINDBERGH games are like this, HOD4 is GLSL, VT3 is Cg. So they apparently had some difficulties to transfer VF5's shader code to PS3, but in the case of VT3 it was easier)
+ 1 character = 40K polys, background = 100K - 300K (VF4: 12K and 50K)
+ Basic shadow is done by depth shadow (1024x1024 map) with a screen-coordinate-based mask for anti-aliasing against shadows, though this method can't hide shadow aliasing in up-close shots. NVIDIA shadow (Hardware Percentage Closer Filter) is employed. Adaptive multisampling is a bit too expensive to maintain 60fps because of load fluctuation. VF4 was stencil shadow volume.
+ Shadows on the ground are silhouette projective texture mapping. Far backgrounds have prebaked shadows. Some close backgrounds such as columns in buildings have real shadows generated with depth shadow.
+ Skin, hair, clothes are made with diffuse, specular, and normal maps. Some parts such as Akira's wear has special shaders. Pai's dress is normal mapped with an environmental map mask with diffuse and specular adjusted.
+ Skin has no special shaders such as SSS. Like other parts it is made by adjusting parameters in basic shaders. Female characters have special lighting to reduce shadows.
+ The backlight expression is simple blending of the edge color and the light color when the light comes out of edges. Some irregular cases are corrected by adjusting parameters.
+ There are 4 versions of Dural and 2 among them have special shaders. The one has diffraction simulation by vertex shaders to procedurally generate the rainbow coloring. The other is the refraction version of the first one.
+ VTF (Vertex Texture Fetching) in the NVIDIA GPU is used very widely for VF5. Apparently this function is essential for VF5 since it's very preferable that GPU can do all basic geometry.
+ For water wave simulation, VS reads a FP32 texture height map by VTF, then does displacement mapping to transform vertices on the water. With this FP32 wave height map converted into a normal map, PS does shadow processing. Muddy water is drawn by PS using velocity/power information in FP32 wave height map. Thanks to VTF, VS can detect the collision of water splashes and it's used to generate ripples when each water splash hits the water.
+ The snowfield also uses VTF. Shadows in the snow show pseudo-subsurface-scattering by the texture-space blur.
+ Fog is also produced by VTF. Fog density is represented by a FP32 texture. So fog reacts to characters' movement.
+ The render target buffer is FP16-64. Textures in environmental maps and reflection maps are in the ARGB integer format + luminance information packed in alpha when required. Apparently FP16-64 texture fetch is slow because of filtering and not suitable for 60fps right now.
+ VTF appears in the tone mapping process too. Making an HDR frame into a 1x1 pixel texture, VS reads it by VTF and the vertex pipeline calculates average luminance.
+ An in-house engine does physics simulation. It only processes local collision such as hair and clothes. Character-to-character collision is not suitable for simulation because of the nature of the VF franchise. (VF3 did Inverse Kinematics but it was removed in VF4)
Howard schrieb:Oh Mann, ich will ne Umsetzung.
Vincent schrieb:Howard schrieb:Oh Mann, ich will ne Umsetzung.
Ist doch ne 1:1 Umsetzung.
Howard schrieb:Nö für 360!
Vincent schrieb:Howard schrieb:Nö für 360!
Nö, jede Konsole sollte sich ein paar Exklusivtitel bewahren.
Mawazh schrieb:Habt ihr schon das Video auf Der "Maniac" DVD gesehen.
Die haben Virtua Fighter 5 auf der TGS anspielen dürfen. Da sieht man einen Kampf im kniehohem Wasser. Die Wasseranimationen sind echt das beste was ich je gesehen habe.
Premiere Fighting Game Franchise Debuting on the PLAYSTATION®3 System in North America and Europe in 2007
SAN FRANCISCO & LONDON (Dec. 18, 2006) Let the global countdown begin! SEGA® of America, Inc. today announced the ship date of Virtua Fighter 5 will be February 20, 2007 in North America for the PLAYSTATION®3 computer entertainment system. Complementing the early 2007 release date in North America of the highly anticipated fighting game, SEGA Europe Ltd. has confirmed that Virtua Fighter 5 will be an official launch title for the PLAYSTATION 3 system in Europe in early 2007.
SEGA is once again blazing the trail for fighting games with the next installment in the award-winning Virtua Fighter series, said Scott A. Steinberg, Vice President Marketing SEGA of America. Virtua Fighter 5 will be the first martial arts style fighting game available on the PLAYSTATION 3 system with brand new offensive moves, customizable characters, stunning graphics and highly detailed 3D fighting environments.
Virtua Fighter 5 will deliver fast-paced, adrenaline-pumping action as players head into battle, taking on a host of popular characters. The game will introduce two new dynamic characters, El Blaze and Eileen, complete with new fighting techniques and from completely different backgrounds. Play as one of the 17 default characters in the game or customize a character. Players will be able to modify their characters by selecting from four base costumes and then decorate them by attaching a wide range of unlockable and earnable items. Players will not only achieve victory by defeating highly-skilled opponents, but also by competing for prizes and earning in-game money allowing them to buy many items at an in-game shop. Further building upon the depth of the series, players will now be able to move around their opponent using an Offensive Move technique, adding a new strategic element to their battles.
http://www.gaming-age.com/news/2006/12/18-34
ichB@¥ek schrieb:Kack man, wer soll die ganzen Spiele alle bezahlen?