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crispy4000

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Everything posted by crispy4000

  1. That DMC5 video illustrates why there aren't as many 120fps games on PS5. Without a VRR display or a hard 120fps lock, it's a pointless feature. And the PS5 isn't supporting VRR at launch. It's probably a pointless feature without a VRR display anyways. I'd imagine that most games will have dips on both platforms.
  2. Yep. They'd have a greater shot at stability if they had dynamic resolution kick in. We've seen other games with reconstruction do it. Doing RT at 60fps is going to hard on these consoles in anyways. There's good reason why Spiderman: MM and Watch Dogs Legion target 30fps with it. I want to see NXgamer give their take, since DF didn't go into any RT lighting as much as reflections. The devs claimed they're doing it. If that's true, it might have been a mistake.
  3. Turns out there's a RT Quality mode (reconstructed 4K) and RT Performance mode (1080p).
  4. Developers can really tap into the huge SSD and CPU advantages with a generational divide. Sounds like Series S was a solution to the challenge of dragging along the One X. It also sets a future precedent for how console cycles will look going forward. You can't expect a mid-cycle console to last any longer than a base machine. Though we've also seen how much base machines struggle when revisions become the lead development targets.
  5. Yup, that's where I'll be starting from. Sounds sort of like Xenoblade 1 in that structure. When does the new Netflix season come out?
  6. Reviews are up. Looks very promising! The Pathless for PC Reviews OPENCRITIC.COM The Pathless is rated 'Strong' after being reviewed by 11 critics, with an overall average score of 82. It's ranked in the top 14% of games and recommended by 100% of critics.
  7. This comes from a new Series S interview: The big Xbox Series S interview: why Microsoft made an entry-level next-gen console WWW.EUROGAMER.NET
  8. Most of those games are known time sinks with little aesthetic appeal to me. I own some of them, but always seem to find other things more appealing to try in the moment. Mass Effect and Witcher are the series I'd be most open to. All that noise about ME3's ending is extremely offputting though, enough to question if I should invest the time. But maybe a remaster would lure me in. Being told to catch up on Witcher 1 lore through youtube is a real barrier for me too. I thought the Netflix show was decent though, so I'll get around to it someday. It'll be a choice between Witcher 2/3, Horizon: ZD and AC: Origins when I'm in the mood next for an open world game. The others have the greater aesthetic appeal for me. But I know how Witcher 3 gets talked up too.
  9. Not buying a new console at launch. I'll build a next-gen PC next. Then trade in my PS4 Pro if the PS5 Pro has a disc drive. I'll keep it, if not. Plans could change, but I'm in no rush.
  10. You can't emulate something that doesn't exist yet. Which is what the first developers of 3D polygonal games were faced with. I don't think that word is fair to their work or process. But it ultimately doesn't matter, because the calculations they coded are still run by consumer hardware of the time. If you can make the computations work to produce a playable 3D game, then the hardware is capable of it. That's honestly all that should matter when we're speaking about 'firsts' for 3D in gaming. Dedicated 3D hardware acceleration helped the industry transition to 3D, but never was what enabled polygonal games in the first place.
  11. If a developer is crafty enough to make it work without dedicated hardware, and still playable by standards of the time, I'd consider the hardware legitimately capable of 3D. Just limited to the talents and abilities of select studios. Same goes with raytracing. Crysis Remastered for example showed it could be done on the Pro and X, and should be considered the pioneer on consoles.
  12. I'd classify any platform running a 3D polygonal game at playable framerates as having the hardware to do it.
  13. First games with colored polygons were probably in the arcade, but the PC would have beaten consoles to it. Stunts stands out in my memory, although I doubt it was the first. The hardware could do it at the time, so I say it counts.
  14. Naw, I'd say that $80 would be unfair today, given how much more devs lean in with microtransactions and digital special editions now. They've opened that revenue stream up in a big way. It was still in its infancy during the last price hike two generations ago. Games would cost closer to $80 today with inflation accounted for. $70 is still a $10 offset, but it's paid for with nickles and dimes.
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