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Showing posts with label Dx11. Show all posts
Showing posts with label Dx11. Show all posts

Durango has 16-cores

Xbox World is reporting that the next xbow, codename 'Durango' devkits were sent to developers last month.

XBW's sources suggest the devkit is powered by a16-core IBM CPU with a graphics processor on par with AMD's Radeon HD 7000-series graphics cards.

A16-core processor would be a surprising addition, XBW explains: "It's a ridiculous amount of power for a games machine - too much power, even. But remember, Kinect 2 could chew up four whole cores tracking multiple players right down to their fingertips, so it'll need a lot of power."

XBW's sources claim that many developers showing their next-generation software at E3, "whether Microsoft and Sony are ready or not".

samaritan demo
E3 is going to be insane.

Valve Working On Steam Box

According to The Verge, Valve is working with hardware partners to develop and release a home console called the “Steam Box.”

Valve CEO Gabe Newell has said recently that “if we [Valve] have to sell hardware we will.”

But the Steam Box is not going to be yet another locked down propitiatory console. At its heart, the Steam Box will consist of a Core i7 CPU, 8GB RAM, an Nvidia graphics card and Steam client installed on Windows operating system. The system will be usable on computer monitors as well as TV screens thanks to Steam’s soon-to-be-released Big-Picture mode.

Interestingly, the Steam Box will be able to run all PC games, including ones that are sold through or depend on competing services such as Direct2Drive or EA Origin. The “console” will ship with a proprietary controller that features swappable components.

To make the system even more open, Valve will allow all interested hardware manufacturers to produce it without paying any licensing fees, Game developers won’t need to buy any new development kits to develop games for the Steam Box.
 
The Steam Box can be thought of as an attempt to standardize and unify a set of PC hardware specs so that game developers would be able to target. In other words, any PC that matches or exceeds Steam Box’s hardware specs will be able to play Steam Box games simply by plugging in a suitable controller through the USB port.

Nintendo to launch Wii U by Christmas


Speaking at an investor meeting following the release of its Q3 financials today, Iwata said (via Reuters) that Wii U will launch within the holiday period in EU, US, Japan and Australia.

A 2012 launch was confirmed Wii U’s debut at E3 last year, and was narrowed down for release between E3 and December at the end of last year. This is the first time Nintendo has been specific on release timing and regions since the console’s announcement in Los Angeles last summer.


Nintendo has said it will re-reveal Wii U at this year’s E3. That will take place between June 5-7. The console was shown to press at CES in Vegas this month, an event which included the debut of a new panoramic demo of a Tokyo street.

On the first-party front, not much is known to be in development for the system besides Super Smash Bros. A Zelda HD demo was also shown at E3 last year, as was a New Super Mario Bros-like experience.

For third-parties, EA, THQ, Ubisoft and Warner are some of the studios who have committed to Wii U, with local versions of Darksiders II, Metro: Last Light, Batman: Arkham City, Assassin’s Creed and Ghost Recon planned for the system.

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Microsoft is preparing to make an next-gen Xbox announcement

Microsoft is preparing to make the first official announcements for its next-gen Xbox console at the CES expo in January.

According to French site Xboxygen, the platform holder won't make any significant announcements related to software or features, but will speak of the hardware and its specs.

Citing an anonymous source close to Microsoft, it says MS has two groups working on the console; a group called 'Infinity' working on the hardware, and another called 'Loop' in charge of software development.

It goes on to state the machine will contain a hex-core (six-core) CPU at its heart, strapped to an AMD graphics card and 2GB of DDR3 RAM.

CES takes place in Las Vegas in January.

Rumours surrounding Microsoft's next console have been rampant of late, with the latest reports claiming it will be slimmer and cheaper than the current console.

Square’s New Engine: Luminous Revolution

Square Enix has been experimenting with a brand new, proprietary graphics engine, which it calls Luminous.

So, they reckon the following shot shows what Luminous is capable of:





Not the most thrilling footage in and of itself, but cor blimey that’s some fancy, realistic lighting there.

Battlefield 3 trailer shows Operation Guillotine


oh yes













Eyes-On: Battlefield 3′s Operation Guillotine


Just two months ahead of release, Battlefield 3’s singleplayer mode remains something of a mystery – oddly so, given this game is DICE’s attempt to make their biggest franchise as appealing to lone gunners as team gunners. So getting eyes-on with a never-before-seen singleplayer level yesterday went some way to explaining BF3’s approach. That approach: MEGA-GRAPHICS, MEGA-EXPLOSIONS, MEGA-WAR. And yet, somehow, it’s also far more subtle and convincing than COD and its recent raft of wannabe crown-stealers.

The mission in question was named Operation Guillotine, and is placed about halfway through the singleplayer campaign. No, they’re not saying exactly how long said campaign is, but executive producer Patrick Bach intimated that he’s not sure games with “movie-style narratives” and no sandbox elements are unwise to exceed 10 hours if they want to sustain “high quality”.
Guillotine is a night-based mission, “something we haven’t done before”, and aims for a different sort of tension and action to the big street battle I played earlier in the day (more on that soon). Nonetheless, it’s not exactly a quiet affair. It kicks off with a clutch of soldiers crouching on a hilltop amidst the ruins of unknown buildings, staring down at Tehran, vast capital of Iran, windows in its towering city blocks twinkling in the night. It’s a hell of a sight: ugly and beautiful at the same time. One of the soldiers whistles in awe. “That is a biiiiig city.” And they’re going in, obviously.

Their orders are to capture an apartment complex on the other side of a canal, but that’s a whole lot easier than it sounds. First up is charging down a forested hill towards the city below, which would probably go more smoothly if said hill wasn’t being bombed to hell at the time. Thunderous explosions lead to trees aflame, which you and your comrades dash past to reach the relatively safety a gigantic concrete overpass. One chap is sent flying in the air from a shell that lands dangerously close – while key storyline characters will either live or die according to predetermined narrative decisions, other soldiers could dynamically bite it at any moment. This feels dangerous.
All the while, Tehran itself grows closer: this really is a remarkable spectacle, the Frostbite 2 engine doing remarkable things with lighting even on what, for this demo, is just the console build. With DICE bullish that the PC version will be about as bleeding-edge as videogames get, I can’t wait to see how this looks on a decent graphics card. The sound, too, is top-flight stuff. I’m far too uneducated in the mysterious ways of the recording studio to be able to tell you why, but everyone here’s been enthusing about how meaty and involving BF3′s audio is.

There’s also a sense of vastness and openness to the level, despite this being an essentially linear experience. Tehran seems enormous and all around, not just a series of flat bitmaps painted behind impassable walls. And, at this point at least, the game doesn’t seem to be pushing characters or dialogue too hard: clearly it’s war-as-entertainment, not any kind of simulator, but it does seem militaristic, not melodramatic.
Amidst the noise and screen-shaking explosions, there’s an emphasis on silent team-work. When you set down a mortar to soften up (and, perhaps more usefully, illuminate) a distant target, another soldier is on hand to put it in place and prime. When you and your comrades scale a wall to finally drop into the city proper, you’re all giving each other leg-ups. Then it’s down into the canal, all crumbled mortar and spilled water, and a tense, terse run through the night. The combination of darkness and smoke makes visibility limited, but the noise of battle is everywhere. Fire and explosion highlight enemy positions as you charge through, taking out who you can but mostly trying to stay alive. This does seem like a war, not an Arnie character elbowing his way through all and sundry. Crouching and crawling and staying near your allies is the way to get through, not dashing chaotically around the frontlines and cackling.

Then it’s time to infiltrate the apartment block, with a laser-sight-equipped shotgun proving surprisingly adept at picking people off from medium range. A grenade through a window leads to a door bursting open, an enemy soldier wreathed in flames falling through it. This small moment, as are others in this run, is scripted in the name of drama and progression, though Bach claims the grenade that caused it could have been thrown either by you or an NPC ally. Not that you can rely on NPCs doing all the work for you: “We want the player to be active and not just be a coward, you need to fight to win.”
Inside the apartment block, things feel a little City-17: crumbling, stark architecture, but packed with incidental detail like litter, puddles and snazzy light and reflection effects. The scripting aims largely for subtlety rather than overt puppetry too – for instance, breaching a door (yes, you do this yourself rather than watch an AI do it for you) sees a filing cabinet on the other side knocked over with a startling clang. Come the next door, things aren’t quite so low-key: an armoured enemy kicks it open, sending you sprawling onto your back and leading to a slightly jarring slo-mo sequence in which you have the time to raise and unload your shotgun as you fall.

Then it’s back outdoors for a short street sequence, walking past this battle’s wounded. A medic desperate applies a tourniquet to a fallen comrade, another soldier is being dragged away, and all-told there’s a sense of devastation and panic. For you, though, it’s off to a Humvee under orders from a Captain Brady. There things wrap up, with Bach determined not to reveal any of the context for this incursion into Tehran. “You’re going in to… do… things” is all we can get from him. Oh, and he also confirms none of the game will be set in Scotland.
And so we end with almost as much mystery as we began, but what we do have is more reassurance that BF3 is quite possibly going to be 2012’s most spectacular-looking game while resisting the urge for open excess. Obviously, its singleplayer is exploring some similar territory to the recent raft of post-COD modern military shooters, but it does seem to be taking a more low-key, less rollercoaster-like approach. Bar a couple of over-obvious brief scripted moments, it seems pacier, a little more subtle, a little more tense, more like a battle and less like a pop-up shooting gallery.

While still a linear run’n'gun game (in this section at least), it seems a long way away from the overtly prescriptive play and tone of Medal of Honor or Homefront – clearly determined to be its own game with its own feel rather than just try to keep up with the modern combat Joneses, or to simply be a ludicrous action film in disguise. There’s still much left to be seen, however – Battlefield’s trademark vehicle play will make its way into singleplayer at some point, while Bach has made repeated reference to the narrative taking a sobering look at the realities of war.
I suspect the multiplayer will remain BF3’s biggest draw for me – that’s where the real stories happen – but I’m an awful lot more interested and impressed by the core Battlefield series’ first foray into solo play than I ever expected to

via  .rockpapershotgun.com

Crysis 2 Co-Op Mod Shows Promise




Several screenshots and a recently posted video shows that it functions quite well in its basic form. The mod enables multiplayer AI in the campaign, then gives the player the power to replace that AI character with another player, and even a third.


7 minutes of Hard Reset


Developer Flying Wild Hog recently gave select press hands-on time with its new balls-out shooter, Hard Reset, and a video of the demo is below.

Quickly, Catch 7 Minutes Of Battlefield 3

 Those keen-eyed newshawks at VG247 have spotted seven minutes of Battlefield 3 footage posted on YouTube, via BF3Blog.

It’s a leak, and EA will surely stamp on it faster than an elephant doing a do-si-do, so look below as fast as your fingers can carry you.


Battlefield 3 will be Released on Tuesday 25th October

Blacklight Retribution shows off its free-to-play DX11 effects


Like those shiny DirectX 11 effects from Crysis 2′s ultra update, but don’t like spending money? Blacklight Retribution promises to make use of your fancy GPU’s features in a free-to-play shooter. The below  trailer shows off some pretty sweet looking environments and lighting for you to get blood all over when the game launches early next year.

Crysis 2 Dx11 Screenshots

no word when this is coming..

Tessellation eh, but whats it do ?


Tessellation in a nut shell..

Essentially Tessellation allows a simple, low-polygon model to be increased dramatically in polygon density in real-time with minimized performance loss.

                                              its isnt just about nice round heads


                                             procedurally generated city, amazing


                     Tessellation brings far more detailed models.





so, in short its great.