Polygon COD: Ghosts XBONE better than PS4
Call of Duty: Ghosts suffers from consistent framerate drops on the PS4, especially during multiplayer when action got especially hectic. The Xbox One version suffered no such drops
polygon.com
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Project CARS dev comments on Wii U tech
On the CPU side, WiiU also supports multi-threaded rendering that scales perfectly with the number of cores you throw at it, unlike PC DX11 deferred contexts which don't scale very well.
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Suda 51 on Wii U: 'It’s a possibility...'
Nintendo Consoles Are Very Important To Us'
expansivedlc.com
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travo (4m)
This jam-like blood needs to stop FFS. His forehead bruise is like a tendorised cut of turkey smeared with berry jam.
Started Sacred 2. The game looks beautiful! So colorful. It has dynamic weather, day/night cycle, customization options up the wazoo and I GET TO LOOK LIKE A SLUT NO MATTER WHAT I WEAR!
I've been told this game is MASSIVE, so I'll stick to main quest.
Shit Utah Jazz, another home defeat ... by close to 20 points no less.
0 wins - 8 losses
This has got to be some record for the worst start to a season by anyone ever.
First pick of the draft next season though ... yay?
___
Listen to Wu-Tang and watch Kung-Fu
Artpop came out today, so I bought it. I have listened to it twice now, and I still don't quite know what to make of it, lol. It's very different' from Gaga's earlier stuff.
Quiet you, you didnt just lose on monday night football to a team that has not won a game all year after a national scandal that has made your team the laughing stock of the NFL.
I like Applause...
Oh fuck doesn't Xcom come out today?!
Fuck me running....Another game to play!!!
Can anyone think of any genuine (mainstream) exploitation games other than Call of Duty? I'm playing 4 again, and nothing really comes even close.
Stuff like Overkill isn't really exploitation. It's a conscious imitation of exploitation. Related: the drone scene in Spec Ops is pure horsehit.
It's not the drives are too slow, but the data sizes and texture sizes are increasing too far for optical drive speed to keep up. So something must be installed. This was something brought up on GAF when talking about RAM speed, which had to factor in the speed of optical drives. GTA V was made for current gen, so it should be fine as it's not got data sets made for 8 cores and 6gb RAM subsets. I think where in the past engines were designed for streaming more, some devs are doing less of that because they have more resources and options like installs on next gen. Wii U only has 1GB of RAM so it doesn't need to push as much data from it's drive to the system.
Well that sucks, I heard about it ages ago, on Digital Foundry most PS3 games has mandatory installs where 360 had optional ones on most multiplatform games. The difference here is that the size of the installs is increasing to a pretty huge size and that it's mandatory for every game. Okay if you play one game at a time but good luck playing 4 or 5 games at once in little bits, without having to manually manage and shuffle your installs.
Personally I don't want any mandatory installs on my drive, or paid for online.
Face-Off: Call of Duty: Ghosts
With Infinity Ward back at the helm, Xbox 360 owners are in familiar territory with an approximate 1024x600 framebuffer favoured by the developer's previous Call of Duty titles, while the PS3 version features a considerably murkier presentation more closely matching that of Black Ops 2, with native resolution coming in at just 860x600, resulting a soft-focused image. The use of 2xMSAA is present on both formats, and the technique tames some of the harsh edges that appear on-screen to a degree, at least on chunkier details. Sub-pixel crawling still is a common occurrence in both versions on distant objects, though, with artefacts appearing more prominently on the PS3 where the MSAA algorithm tends to break more often.
On the other hand, there are no surprises with the Treyarch-developed Wii U version of Call of Duty: Ghosts, which opts for the same 880x720 resolution as Black Ops 2 and is also joined by the inclusion of 2x multi-sampling anti-aliasing. Of the three console editions, this version comes the closest to matching a native 720p presentation, with the more cleanly defined edges providing a boost in sharpness over the 360 and PS3 versions. The 360 release does yield a smoother presentation due to the mild increase in softness from the heavier vertical upscale, but overall, it's Treyarch's take on sub-HD rendering that provides the most visually pleasing look among the current-gen consoles.
Besides the variance in overall image quality, the main difference between the current-gen consoles lies with how the artwork is presented on each platform. While the core assets are fundamentally identical across all consoles, both the PS3 and Wii U versions of Call of Duty: Ghosts feature a few problems where lower-resolution textures are prominently displayed across characters and the environments. In many instances the impact of this is relatively minor and hard to notice beyond the occasional blurry poster or door texture, but at worst we see large walls and entire characters appearing on screen with what looks like lower-quality level-of-detail settings applied, sometimes on a permanent basis throughout a particular scene and even a whole level. This is particularly prevalent on the Wii U game, where the drop in artwork quality is much bigger and occurs far more frequently.
During the regular hectic shootouts and larger set-piece battle scenes, we see the Wii U game offering up between 30-45fps, with consistency fluctuating between those metrics. While the much lower level of performance doesn't kill the experience by any means, having the brief moments of 60fps gameplay regularly disrupted by variable and extended frame-rate drops completely changes the core feel of the experience, making it feel less like a Call of Duty game.
That said, there are also times when all three versions are reduced to a frame-rate hovering around the 30fps mark for an extended period of time.
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Another lacking U port. Seriously what excuse is there after NFS U for less detailed textures? And they managed to do it without an install and it took them 10 minutes.
edit:
Team Treyarch have already stated on their forums that a frame rate fix for Wii U is in the next update along with several bug fixes and a surprise or 2.
GAF:
How much hard drive space will you have left after you get your console?
Where are you guys at?
That has to be hard to do.
Project CARS dev comments on Wii U tech
"Not sure where they got that info from but the WiiU GPU has 192 Shader units, not 160. It also has 32MB of EDRAM, (the same amount as Xbox One) so comparing just the number of shader units against a PC card doesn't give a representative performance comparison. On the CPU side, WiiU also supports multi-threaded rendering that scales perfectly with the number of cores you throw at it, unlike PC DX11 deferred contexts which don't scale very well. The current WiiU build runs around 18-25fps with 5AI with all post (FXAA/Motion blur etc) enabled, which is fairly good given only the fairly cursory optimisation pass that it's had."
Also: http://www.cinemablend.com/games/Project-CARS-Wii-U-Features-Particle-Shadows-Multi-Threaded-Shadowing-59659.html
I will probably be down 200GB right away on the PS4.
Dragon Age 3 looks AMAZING!!!!!
Nintendo Direct tomorrow! All about... 3DS???
Looks like there will be some U stuff too from the pics.
Sometimes I wonder about Digital Foundry. Wii U version is crisper and more detalied than ps3 easily.
IGN - http://www.ign.com/articles/2013/11/...-ghosts-review
VideoGamer- http://www.videogamer.com/xboxone/ca...lefield_4.html
Polygon- http://www.polygon.com/2013/11/5/505...-ghosts-review