2013-06-24, 10:32 | Link #561 | |
Enjoying Snack Time!
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I won't mind having to pay to use the onlines services offered, but that's just me.
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2013-06-24, 10:57 | Link #562 | |
He Without a Title
Join Date: Feb 2008
Location: The land of tempura
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2013-06-24, 13:40 | Link #563 |
Senior Member
Join Date: Sep 2008
Age: 38
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This is one of the two big things that needs to happen for digital to take off. First, price it reasonably better than physical. If you're cutting costs by not needing overhead, pass the savings on to the consumer. If you do not, don't expect us to give up the collectability and versatility (keep, trade, sell) of a physical copy. The other of course being internet companies that do not act like bandwidth is food at a homeless shelter.
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2013-06-24, 15:39 | Link #564 |
Senior Member
Join Date: Oct 2011
Location: "Sacrifice one to appease the few."
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http://www.dualshockers.com/2013/06/...t-for-the-set/
Taken from a [Yomonachi4] from gamefaqs who shared this. [Remember “Old Man Face” from the reveal conference of the PS4 that a lot of people mocked as unimpressive or irrelevant? It has since become a full fledged tech demo that impressed everyone at E3, causing many of those that mocked Quantic Dream to simply eat crow. Fact is, though, that we didn’t know very much about the technicalities behind the demo, until now. A rather noisy shakycam video from E3 by Youtube user TheAireaidLord shows (between other things) Quantic Dream QA Manager Gavin Niebel as he explains quite a few behind-the-scenes details to the crowd watching the demo. What we learn from the explanation possibly makes it even more impressive, and gives us hopes to see even better in the future. The demo, that has absolutely no pre-rendering, post production or video inserts, represents only the first iteration of Quantic Dream’s development cycle for the PS4, and while it runs between 30 and 90 fps (the frame rate wasn’t optimized yet), it does so at native 1080p resolution, textures included. The developer still didn’t have access to full PS4 development tools, so they had to make do with the same PS3 development pipeline used for Beyond: Two Souls “shoving in a bunch of high-fidelity assets”. The set alone is made of a whopping one million triangles, and the volumetric lighting is completely dynamic between “movie” conditions and “studio” conditions. It can be switched at will within a single frame. The most impressive part? It only uses four of the eight gigabytes of GDRR5 RAM under the hood of the PS4. Maurice the Goblin is made by 67,000 triangles, 40 different shaders, 150 Megabytes of texture data, and can be defined a CG-quality model despite running in real time. He has 388 different bones in his “body”. If you haven’t seen the tech demo yet, you can find it just below, alongside the shakycam video itself. If yous skip to 16:50 you can see Niebel switching between lighting conditions at will. As I said in a previous piece, one thing is for sure: those that laughed and sneered at the “old man face” during the PS4's unveiling presentation owe Quantic Dream a big apology.] |
2013-06-25, 12:23 | Link #568 |
Emperor of the Expected
Join Date: Mar 2012
Location: Florida
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Me too, if it was. Unfortunately, it haven't reach that stage. Gamestop and other major gaming retailer may go out of business if it was done correctly. Well people may still buy from Gamestop because of exclusives gain from preordering.
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2013-06-25, 13:04 | Link #569 |
A Proud Lolicon
Join Date: Dec 2006
Location: In front of my computer
Age: 37
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If there is a choice between physical and digital, I'll always go for physical. I just love filling my shelf with discs and books.
Well, unless digital get significant discount compare to physical.
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2013-06-25, 15:55 | Link #571 | |
He Without a Title
Join Date: Feb 2008
Location: The land of tempura
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Example: Epic Mickey 2 (Vita) - 20€ in stores, 15€ on PSN. I'm just afraid that it won't last since they effectively have no competition whatsoever. If they sold codes to other retailers like Steam does then I would be a bit more relieved.
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2013-06-26, 07:07 | Link #573 |
A Proud Lolicon
Join Date: Dec 2006
Location: In front of my computer
Age: 37
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http://www.techradar.com/news/gaming...c=rss&attr=all
I hope it's as what they are describing it here. It's not like I have problem with the DS3, but if they can make it better with the DS4, then why not?
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2013-06-26, 13:34 | Link #577 |
NO ESCAPE FROM NYAAA
Artist
Join Date: Jan 2004
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My gripe with the DS3 is the analog sticks. I've never actually had my thumbs slip off, but often they've been left holding the stick down just by the edge. The new design looks like it'll mitigate that problem.
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2013-06-26, 15:48 | Link #578 |
He Without a Title
Join Date: Feb 2008
Location: The land of tempura
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I actually never liked the Dualshock much till I first got my PS3. Both the Dualshock 1 and 2 had a lot of issues: The L and R buttons were too shallow, the analogue sticks weren't particularly confortable due to being convex instead of concave and they (DS2 in particular) were way too light to the point of being uncomfortable. To top it off the d-pad was never particularly amazing, especially for someone like me who grew up playing the Mega Drive/Genesis (whose d-pad I personally find fantastic).
Luckily these were mostly fixed with the Dualshock 3 and seem to be permanently fixed on the DS4 at long last. Now we just need to check on the D-Pad to crown it as the best gamepad ever made (the 360 one would have taken that crown long ago if it wasn't for that abomination of a d-pad).
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2013-06-26, 20:09 | Link #580 |
WE ARE.... PENN STATE....
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I love the Playstation analog controller. Since the first time I held a PSX analog controller back in the 90s, it's just felt "right."
As for the sensitivity of the shoulder buttons on the PS3 controller... I think it's fine. I actually really like it for most games I play.
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