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BRINK - Nova igra od onih iz bethesde

G!!!

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razgibavanje pljuvachnih zlezda je u toku :d
 
Naslov teme je vrh! :D
 

igru najavljuju kao FPS tako da od RPG-a ima da bude samo health a ako budu resili da zakomplikuju mozda i stamina:d

...a sto se tice naslova teme razumece samo onaj koji je pratio Oblivion temu i G!-ovo odusevljavanje istom:S:
 
Ali, ali...Bethesda je samo izdavac valjda:D Ili je i to dovoljno za FAIL?
 
bethesda nikada nije samo izdavac :(

nego bilo mi interesantno sa postujem ovu vest s obizorm kakav prisan odnos sa B-gays

dakle FPS je u najavi bez ikakvih rtsrpg elemenata, vishe na E3 :)
 
Poslednja izmena:
^^Otvaranje teme samo da bi se krenulo sa pljuvacinom o necemu, sto je realno samo jos nagovestaj, je po meni najveci FAIL.
 
^Tačna istina.
 
ne trolujte, niko nigde nije nista pljuvao
 
kako god da okrenes bethesda sto god je napravila dobro se prodalo tako da bla bla
 
kako god da okrenes bethesda sto god je napravila dobro se prodalo tako da bla bla

Jeste, to je najača mera kvaliteta. Isto tako se mnogo prodaje ono što su pravili Britni Spirs i Džastin T. pa ih niko ne smatra ekstra kvalitetnim.

Interesanto je da je jedino industrija igara ostala u tome maglovitom svetu kratke pameti gde je jedino merilo kvaliteta i uspeha to koliko se nešto prodalo.
 
Nadam se samo da neće koristiti Gamebryo, s obzirom da Fallout izgleda kao nešto od pre pet godina sa nagruvanim poligon countom i prenapucanim HDR-om, što nikako nije u skladu sa aktuelnim trendovima (a i endžin mnogo jadno radi)...
Bilo bi super da se otvore za U3...
 
Nadam se samo da neće koristiti Gamebryo, s obzirom da Fallout izgleda kao nešto od pre pet godina sa nagruvanim poligon countom i prenapucanim HDR-om, što nikako nije u skladu sa aktuelnim trendovima (a i endžin mnogo jadno radi)...
Bas tako.
Bilo bi super da se otvore za U3...
U3 je smorio. :) Najbolje da igru rade u potpuno novom endzinu.
 
Jeste, to je najača mera kvaliteta. Isto tako se mnogo prodaje ono što su pravili Britni Spirs i Džastin T. pa ih niko ne smatra ekstra kvalitetnim.

Interesanto je da je jedino industrija igara ostala u tome maglovitom svetu kratke pameti gde je jedino merilo kvaliteta i uspeha to koliko se nešto prodalo.

Ko je spominjao kvalitet:D:D
 
Brink is a squad-based shooter featuring singleplayer, multiplayer and co-op. Experience points--used to upgrade skills and abilities--earned in all three modes will contribute to the development of your character.
Missions are generated dynamically depending on your role, status, location and squad mates, and a context-sensitive "SMART" movement button helps players arrive smoothly.

Nemam ideju sta bi taj SMART trebalo da predstavlja...

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Pa retarda na ovim šotovima ima na pretek:D
Očaj živi:p
 
ovaj na zadnjem shotu izgleda bas tako, mora da je zbog njega :d
 
Nije Gamebryo, vec debelo modifikovani iD Tech 4.

Its a heavily modified Quake Wars engine (idTech 4), its got a completely new renderer, new multi-core architecture (a job system for NUMA (PS3) and SMP systems), a new tools framework and lots more.

We think its the best of both worlds, get tried and tested Quake Wars tech (its often underestimated how much time it takes to get shipping tech) but with new shiny bits where required.

We hope the screen shots, show shiny new renderer is doing okay ;)

http://www.splashdamage.com/forums/showpost.php?p=191939&postcount=13


So, how awesome is your game?

On the well known chembro scale of awesomeness, its roughly salmon dance awesome... :p

:D

So the first bit of tech thats worth talking about, is our Virtual Texturing. Feel free to ask etc.

Instead of traditional streaming textures, we use a virtual texture system. This means we know which textures are visible and at what resolution, so we then load them off disk (if they aren't in memory).

This has the obvious benefit of allowing much more textures in the level than we need to store in memory. The main cost is rendering a low resolution view of the world and decoding on the CPU which textures and which mip map levels are needed. A threaded loader then loads those bits of textures if required.

Its similar at least in theory to what idTech 5 and Crysis 2 is doing, so its not revolutionary but very useful to get really detailed levels on all 3 platforms

http://forum.beyond3d.com/showthread.php?p=1299313


Na E3 se pojavio i teaser:
http://www.brinkthegame.com/#/teaser/
 
Poslednja izmena:
http://www.pcgameshardware.com/aid,...re-support-and-better-scaling-on-the-PC/News/

PCGH: It seems that a detailed visual presentation is very important for BRINK. What would you mention, when asked about modern rendering techniques that are utilized in BRINK besides Virtual Texturing? Can you please give some practical examples (you're welcome to use very technical terms)?

Arnout: Besides the already mentioned Virtual Texturing, we have moved over from shadow volumes to shadow buffers. While shadow volumes still have their place and some of their properties are still preferable, the overall look of the game benefits from having the smoother look of blurry shadows as a result of shadow buffers. Our artists definitely agree with this.

The engine features a powerful material and shader system allowing us to have many varying ways of rendering surfaces. Parallax mapping, anisotropic lighting and various other techniques are also used to create the look desired for the game.

We have spent some time making sure our whole rendering pipeline is gamma-correct as well. All our lighting calculations are done correctly in linear colour space, resulting in a much more predictable output. One of the areas where this is most noticeable is on lighter surfaces, where we no longer get undesirable highlights.

As graphics hardware gets more powerful, it allows us to do more and more effects through post processing. A wide range of techniques is available to us here, such as motion blur and depth of field.

PCGH: Will BRINK offer a support for Direct X 11?
a) If no: What are the reasons to do without? Are there any existing plans to patch in support for DX11 later?
b) If yes:
• What was or were the deciding technical advantages of the DX11 API/Shader Modell 5?
• In what way does it allow you to optimize or simplify the rendering process in your game?
• From what DX11-feature do you think your games profits most?
• Do you use DX11-Multithreading to lighten the load on the CPU?
• Will the DX 11 visualization differ substantially from the graphics that are rendered with DX 10(.1) hardware or will DX11 just speed up the rendering process?
• If there are special DX11 visuals, what are the graphical features that can only be rendered with shader model 5 hardware?

Arnout: Being an OpenGL game the situation is a bit different for us. We look at new hardware coming out and see if there are any features we can make use of. API- only changes, such as the move to per-thread render contexts, don't apply to us at all. Interestingly enough we are running per-thread GPU context internally in our renderer for the consoles and might well apply this to the PC platform too.

DirectX 11 class hardware does offer several features that will become very interesting to use in the future. Finally being able to do correct per-sample operations will make correct MSAA doable for deferred techniques. Tessellation is also an appealing avenue for the artists to use as it can greatly improve the quality of rendered art. It does require custom-made art though, making it hard to warrant the investment until it is available on all platforms.

Finally, with Intel's Larrabee being on the horizon it is good to remember that the more traditional design of DirectX 11 might well have some big competition in the near future. Interesting times indeed.
 
Brink Preview
Splash Damage and Bethesda take first-person shooters to the Brink.
 
Poslednja izmena:
Mali community update:

Ovaj lik je jedan od developera igrice (Rahdo):
http://www.crossfire.nu/?x=forum&mode=item&id=24588

Inace, crossfire je hardcore MP sajt posvecen starom wolfenstein-u (W-ET), koji se i dalje igra, nazalost nije vise toliko popularan. Tako da su pitanja clanova foruma uglavnom usresredjena na brzi multiplayer koji bi licio na ET :)
 
snoop je jedan od poznatih ET igraca...

snoop je napisao(la):
what i mean is: why dont you go on with the rtcw/et gameplay and movement stuff. rtcw was very successful with its 1on1 game gameplay and movement. why dont you instead of copying cod games copy this style again? fast obj based gameplay IS NOT possible with ironsight and all this stuff.

rahdo je napisao(la):
Snoop, I already talked a little bit about why the game won't be exactly like the old old wolf movement. Do a quick search on this page for the word "appeal". While that kind of gameplay is fantastic, it's genuinely too hard for the vast majority of players out there these days. You guys are literally too good! :) If we make a game that caters to your strengths as players, we create a game that literally 90% of our potential audience wouldn't be able to play well, and as a result we'd screw ourselves and go out of business.

That said, I do still think Brink is faster than what has kind of become standard in the last few years, especially when you consider our freedom of movement stuff, and our "small body type" which lets you move faster. And I know our gameplay is the most tactically deep out there, so we've got that gong for us too. Hopefully there's be some official video out soon so you can judge for yourself how we're shaping up. And in the meantime, if you can make it to Seattle this week, look us up live and in person at PAX
 
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