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Ghostbusters The Game (Who You Gonna Call?)

ne znam kako, ali ja nisam gledao film, da li bi vredelo pogledati ga sada :)
 
Nisi gledao film?Au, bre...
Odgledaj, i to oba dela.Dobri su i dalje, sto bi se reklo "film za sva vremena"...
 
Nove informacije...tj. tehnikalije.Shotovi u linku, takodje.


Ghostbusters: PC version beats console variant in graphics


PCGH: You announced that your game will be developed for PC, Xbox 360 and PS3. Will the engine then be a pure cross-platform product or will there be an optimized version for the PC? If there is a special built for the PC what technical feature can't be realized with the console version or in other words are there any features the PC is the ideal platform to develop for?

Mark Randel: The PC will most definitely be an optimized version. For example, if you have a fast SLI/Crossfire rig, you can turn on per pixel screen space ambient occlusion. The game will perform up to 64 raytraces per pixel on the screen to increase the detail level. That is something you cannot do on the current consoles. Plus you can increase shadow map resolution and use super high resolution textures if you have the memory!

PCGH: Having a closer look at the release PC Screenshots it becomes clear that a very detailed visual presentation seems to have played an important role while developing Ghostbusters: The Video Game. Do you leverage very modern rendering techniques like Parallax Occlusion Mapping, Soft Shadows, HDR, a lighting model with Deferred Shading, Screen Space Ambient Occlusion, Shader Model 4.0 or post effects like Tone Mapping, Depth of Field or Motion Blur? If yes can you please give examples how this modern rendering techniques are utilized in Ghostbusters: The Video Game?

Mark Randel: All versions use modern techniques and more - you'll see lots of parallax mapping, even on the PS3. Dynamic soft shadows, HDR, tone mapping, radiosity lighting, and other techniques will be used. Ghostbusters uses over 4900 unique rendering materials that could not be achieved or handled with the current "buzz" of deferred shading. Only the low overhead rendering techniques inside of the Infernal Engine can support this diverse set of material fidelity. For example, the advanced skin and hair shading of the Ghostbusters characters could not be done with deferred rendering due to the use of translucency.

PCGH: You advertise that Ghostbusters: The Video Game has to offer a very detailed physics simulation. What are the "physical highlights” players can expect in Ghostbusters: The Video Game? Will the physics even have a heavy impact on gameplay?

Joe Kreiner: Physics gameplay is a focus for Ghostbusters: The Video Game. Capturing the essence of the movies, where the Ghostbusters cause mass destruction while capturing ghosts, can only be done with a highly accurate physics engine. Beyond this, ghosts throw objects at you in the game, the environment interacts with you during ghostly moments, and many of the boss fights in the game are made from objects in the environment. We also have physics based puzzles to solve in Ghostbusters: The Video Game. We feel the Infernal Engine's VELOCITY® physics engine was the only way to make a Ghostbusters experience.

PCGH: To realize your advanced physic simulation did you program your own physics engine or do you utilize a middleware like Havok/Physx? Does the game even support hardware accelerated physics calculated by a separate Physx-Card or on the GPU (Nvidia PhysX)? What do you think about the topic? Is GPU-Physics the future way to go?

Joe Kreiner: For Ghostbusters, we wrote the VELOCITY® physics engine that is now included in the Infernal Engine. At the time of starting Ghostbusters: The Video Game, other physics solutions didn't support the fine interaction between light and heavy objects that we needed for realism. VELOCITY is fully multithreaded and scales over additional CPUs. As the physics gameplay is so critical for Ghostbusters: The Video Game, we think this is a better solution than a separate physics accelerator (that may or may not be available in a gamers system). The trend in PCs and consoles is for more and more CPUs, VELOCITY is designed for this.

Mark Randel: GPU physics work well for some games, but if you are going to push rendering to the absolute maximum like you can with the Infernal Engine, you will not have any clock cycles to spare on the GPU. In the meantime, you will have all of the CPU resources to take advantage of! You will be able to see some very impressive 8 core physics demos at GDC (end of March in San Francisco) that will rival or exceed what GPU physics can do.


PCGH: Can you, at the current state of development, tell our readers what hardware will be required to play the game with all detail in 1.680 x 1.050 (no FSAA/AF) and 1.680x1.050 (4x FSAA/8:1 AF)?

Mark Randel: You'll need a Radeon 4850, 4870, or GeForce 260 or 280 to run at 1080p resolution. For FSAA, you'll need SLI. But Ghostbusters will scale down and run on Intel Integrated Graphics at 480p with excellent detail and most rendering options turned on.


PCGH: Will the PC Version of your game offer a support for Direct X 10/DX10.1?

Mark Randel: Ghostbusters uses DX9 to support the widest gaming audience. There is absolutely no rendering technique that can be done in DX10 that cannot be done in DX9 with clever code. As of February 2009, only 24.75% of the gamers on Steam use Windows Vista and DX10. If this percentage goes up considerably with Windows 7, we'll release a DX10.1 or DX11 native version.

As for DX10 and DX11, they are definitely good improvements to DX9 and build on its strengths. DX10/11 would simplify some of the effects in Ghostbusters and give some incremental performance increases, but that would also require fully compatible hardware.
 
Nisi gledao film?Au, bre...
Odgledaj, i to oba dela.Dobri su i dalje, sto bi se reklo "film za sva vremena"...

skinuo sma hd kvalitet :) i setih se da sam gledao kao klinac pa sam zaboravio skoro sve. sjajna zabava !
 
Chekaj da li ovaj Infernal engine ima veze sa onom igrom Infernal ili ne?
 
Hmmm... za kutiju je igra vec izasla... Da li ce uskoro i za PC??
 
ups tek sada vidim da je ovja banovan sto je kuckao o hd filmovima!

inace da potvrdim igra za xbox360 se pojavila a za koji dan se valda ocekuje za pc! inace igra ce biti ok kosto su filmovi u svoje vreme bili nenadmasni!
 
Poslednja izmena:
IGN ima review X360 verzije.
 
ja uskoro krećem da igram xbox verziju, pa javljam utiske...
 
Prilično zanimljiva na prvi pogled, simpatična grafika, pomalo konfuzne kontrole... Štajaznam. Nisam mnogo igrao, sad mi se spava, a imao sam non-gaming company over, tako da nisam stigao mnogo da igram, još.
 
Minimum System Requirements:
OS: Windows XP/Vista
Processor: Any Intel or AMD Dual Core
Memory: 2 GB
Hard Drive: 9 GB Free
Video Memory: 512 MB (nVidia GeForce 8400/ATI Radeon X1300)
Sound Card: DirectX Compatible
DirectX: 9.0c
Keyboard & Mouse
DVD Rom Drive

Recommended System Requirements:
OS: Windows XP/Vista
Processor: Any Intel or AMD Dual Core
Memory: 2 GB
Hard Drive: 9 GB Free
Video Memory: 512 MB (nVidia GeForce 8800/ATI Radeon HD2900)
Sound Card: DirectX Compatible
DirectX: 9.0c or 10
Keyboard & Mouse
DVD Rom Drive
Xbox 360 controller
:banana::banana::banana:
 
Prelepa igra, fenomenalna grafika, visoka produkcija, svi glasovi od pravih glumaca... mnogo detalja i fino je ispolirana. Odlični dijalozi, vidi se da je dosta dosta truda uloženo. Stvarno nema nijedne mane...

osim :)

Meni je gejmplej pomalo bzvz... to napucavanje i sl. Prosto, samo to trapovanje i "oružja" su mi nekako... mnjah. Inače, zanimljivo je, svašta se dešava, puno humora i još jednom visoka visoka produkcija i audio i grafika :)


inače, ko ima i PS3 i Xbox....

http://arstechnica.com/gaming/news/...phically-youll-want-to-stick-with-the-360.ars
 
Konačno se pojavila i za PC.
Sve zasluge idu Ponovonapunjenom.
 
Jel to Unreal 3 engine u ovoj igri?
 
Evo odigrah i ja loma... Nostalgican virtuelni susret sa simpa likovima...Ne mogu da verujem da je proslo nekih.... 25 GODINA! od izbacivanja filmske franchize. Sve je tu, koliko vidim, sto treba da obelezi duh:D ghostbustersa: specifican humor, ambijent, muzika ...komande su prilicno jednostavne za koriscenje, kamera je sasvim ok, sve fura-pichi na max- tj deluje ne zahtevno... za sada, jednostavno i zabavno...
 
Nista posebno sto se mene tice ko je gledo film mozda ce je i odigrati grafika je unreal bez aa ne izgleda ruzno ne izgleda ni dobro prosek uglavnom prosek sve ukupno po meni:banana:
 
pa ne bih rekao da je unreal, piše na početku igre da je neki drugi engine... mada možda sam se i istripovao.
 
Igrao sam je malo i nije lose, sad sam na nivou u hotelu sredio sam zelenog i krenuo dalje i dosao do onog vodenog lika, uglavnom kad se pojavi voda framerate mi padne na bukvalno 2-3 u sekundi, jel zna neko resenje za ovaj problem?
 
Igrao sam je malo i nije lose, sad sam na nivou u hotelu sredio sam zelenog i krenuo dalje i dosao do onog vodenog lika, uglavnom kad se pojavi voda framerate mi padne na bukvalno 2-3 u sekundi, jel zna neko resenje za ovaj problem?

Tako i kod mene engine brlja dosta klasican port sa konzole :banana:
Da promeno sam sve detalje i skroz na low i rez na 800x600 cak i uvek padne fps na 1 u nekim delovima igre
 
Poslednja izmena:
Vrh Dno