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Everything posted by crispy4000
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'We were having a tough time with this game on our dev kits in the summer, but then Microsoft unlocked the hidden power inside, and shazam, all our problems went away.' Some imagination. 6800 XT. It is, generally speaking. We don't know where Series X (or PS5) will fall relative to these PC cards yet. Of note, this is how the RTX 3000 line runs Control at 4k Ultra with raytracing on high. No upscaling. Next-gen console ports will be very interesting.
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I’m honestly shocked you think this, considering how much you normally give MS the benefit of the doubt. But you’re wrong here too. We haven’t seen anything about the API’s not being ready. Extrapolating that Halo signals that makes no sense whatsoever, when several games in the launch window are using RT (Watch Dogs, Control, etc). MS just didn’t have any game of their own ready at launch to show it off. Other devs are. I’m any case, I don’t think Minecraft will take long. They’re probably just thinking how to best market it.
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DLSS doesn’t depend on DirectML. It’s wholly and entirely Nvidia’s algorithm. And it works with Vulcan too. I trust that if Microsoft had the ability to bring DLSS outside of nvidia’s gpu gating, we would have seen it by now: On the Series X and S both. They’d have to convince nvidia to liscence it to them. Which might not be the best idea anyways, with how AMD’s architecture differs. With what was announced by both MS and AMD this week, the latter appears to be exactly what it being explored right now: Non-DLSS super resolution. As it stands, we’re more likely to see a “version” of DLSS on a Switch successor.
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Not arguing against that. It's more just that technical showpieces on both platforms put them in a different class than the PS2. The best looking GCN games (Resident Evil 4, Metroid Prime, F-Zero GX, etc) could probably look better on Xbox. But definitely held their own against it. I own both platforms.
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It's never been said that PS5 would have backwards compatibility. ... We're not too far off on the rest. What's ironic is that Cerny's extended deep dive clarified a TON at the time. Just not enough to keep an evolving conversation ongoing. Yup. We already know Sony's Raytracing API isn't using DX12 for RT, which is standard on other RDNA2 platforms. So why couldn't other things be? There's this odd notion of disbelief here when it comes to Sony's capability to do it custom. When that's pretty much what they've always tried.
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You might want to check the PS5 thread out before rushing to blame. Most of what he posted was in relation to several Sony patents he's claiming are actualized in the PS5's Geometry Engine. This shouldn't be controversial, unless you think he's lying about having a dev kit. Sure, if you want. Don't know what point you'd be trying to make. Because we're not talking about power here, but rendering features and parity.
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The Trilogy re-release all had FPS pointer controls. Retro didn't take the lock-on mechanics out though. They're crucial to how the boss encounters play out with all the circle-strafe jumping, IMO. Prime 3 did have some bosses where you had to free aim a bit more. But the best approach was still to hold the lock-on while moving the cursor away from screen center.