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Bioshock Infinite

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Wyzard

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Odg: Bioshock Infinite
« Odgovori #75 : 04. Studeni, 2010., 18:03 »
Bioshock Infinite tehnikalije

(inače 5000. vijest, op op)

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smigl

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Odg: Bioshock Infinite
« Odgovori #76 : 22. Studeni, 2010., 15:30 »
infinity nece biti portan s nicega na nista... nego rade posebne verzije za svaku platformu... koliko u tome ima istine ne preostaje nam nista nego sacekati konacni proizvod... ali eto odlicna ideja nadam se da ce se svi prihvatiti toga...



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progabbeing-jadran

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Odg: Bioshock Infinite
« Odgovori #77 : 22. Studeni, 2010., 16:27 »

otkud sad to? nisam nikad čuo ništa gluplje...
Bowie je definitivno najveći umjetnik svih vremena.

Support your local gamers >>> Pro GABBEing Klan

Odg: Bioshock Infinite
« Odgovori #78 : 22. Studeni, 2010., 16:29 »
Pa nisi ni ovo ČUO, JOOOOJ!  :lol:

I očito nisi čitao majmunove viceve.  :hiha:

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progabbeing-jadran

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Odg: Bioshock Infinite
« Odgovori #79 : 22. Studeni, 2010., 16:31 »
majmunovi vicevi rulaju. a ti ne znaš HUMOR.  :mrs:

srsly, kako bi se to ikome moglo isplatit?
Bowie je definitivno najveći umjetnik svih vremena.

Support your local gamers >>> Pro GABBEing Klan

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smigl

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Odg: Bioshock Infinite
« Odgovori #80 : 22. Studeni, 2010., 18:09 »
http://irrationalgames.com/community/forums/ask-irrational/please-tell-me-your-new-game-will-be-on-ps3#post-68071

*/ btw oboica rulate kad treba trollat... kad treba naci ili komentirati neke konstruktivne informacije onda vas nema...

-->>

Hi Everyone,

We're serious about making sure the PS3 version is great, and here's a little info on how we're going about doing it.

To answer your question, we have no plans to hand off the PS3 version of BioShock Infinite to another studio. In fact, it's not a "port" at all. We have a much larger team than we did on the original BioShock, so we're doing simultaneous in-house development on the PS3, 360, and PC versions of the game.

We all know that the PS3 is powerful but unique console with its own strengths and challenges. But compared to the PC, the Xbox 360 is challenging too. So instead of declaring a "lead platform" and porting the game to the others, we've instead changed the game engine so that all platforms look (to a programmer) more like a PS3. This means implementing a task-oriented task processor that assumes a NUMA (non-uniform memory access) design that mimics the PPU/SPU split of the PS3. Writing code this way is more difficult for us, but has a key advantage: it's both optimal for the PS3 *and* gives speed improvements on other platforms due to increased cache coherence and more efficient use of multiple processing units.

In this thread

http://irrationalgames.com/community/forums/bioshock-infinite-general-discussion/graphics#post-66156

I mentioned some of the many big changes we've been making to our engine, one of which is switching to a deferred lighting scheme. This decision was made for many reasons but one important one is that, compared with a Unreal's traditional forward rendering scheme, deferred lighting reduces the amount of work we need to do on the slowest part of the PS3 (the PPU). It also allows us to move work from the GPU to the SPUs, which gives us many options for speeding up rendering on that platform.

In terms of production, we're constantly testing our code on the PS3, as it is part of our QA team's daily test plan. All of our programmers have PS3 and 360 dev kits on their desks, and can test on the PS3 just as easily as on the 360. To make sure we find and fix problems as quickly as possible, we have a "continuous integration automated build system" that rebuilds the PS3 version and runs basic tests on it every time a programmer or artist makes a change to the game. It even emails them right away if they break something. In addition, we've also built tools that allow artists and designers to instantly check whether or not their levels will fit in memory on all three platforms, without ever leaving the editor.

I hope that gives you some confidence that we're serious about making a great PS3 game.

--
Chris Kline
Technical Director, Irrational Games
« Zadnja izmjena: 22. Studeni, 2010., 18:11 smigl »

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xGAME

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Odg: Bioshock Infinite
« Odgovori #81 : 25. Studeni, 2010., 11:06 »
I onda ce na kraju za x360 doci najprije, za ps3 tjedan dana kasnije, a za pc, 2-3 tjedna kasnije
Gigabyte Z97X-Gaming 5 | Intel i5-4690k @ 3.50GHZ + LC-CC-120 | Gigabyte GeForce GTX 970 Windforce 3x | Kingston HyperX FURY 16GB DDR3 @ 1866MHz (2x8GB) | WD Blue 1TB + Intel SSD 530 120GB | XFX TS 550W 80+ Gold | Acer G247HLbid 24"

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WEAPONX

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Odg: Bioshock Infinite
« Odgovori #82 : 12. Prosinac, 2011., 12:15 »
Lijepo je biti važan, ali je važnije biti lijep.    PREĐENE IGRE | PLAYLISTA | IKONE

Odg: Bioshock Infinite
« Odgovori #83 : 12. Prosinac, 2011., 12:23 »
Rendom je trejler.

A ni igra mi nije previše napeta.  :(

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Mzehn

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Odg: Bioshock Infinite
« Odgovori #84 : 12. Prosinac, 2011., 19:35 »
Ništa impresivno, sviđa mi se setting ništa više, sumnjam da ću upalit ovo uopće.

Odg: Bioshock Infinite
« Odgovori #85 : 21. Listopad, 2012., 13:10 »
Novi treler

Izgleda kao da bi moglo bit okej.

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progabbeing-jadran

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Odg: Bioshock Infinite
« Odgovori #86 : 21. Listopad, 2012., 17:03 »
odlično zgleda.

al to smo i prije znali. od prva dva najviše me odbijala čudna mehanika i dosadna akcija. ako to bude dobro, drugo niš nemogu sjebat.
Bowie je definitivno najveći umjetnik svih vremena.

Support your local gamers >>> Pro GABBEing Klan

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PavleC

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Odg: Bioshock Infinite
« Odgovori #87 : 21. Listopad, 2012., 17:07 »
Mene je kod prve 2 igre najvise odbijalo okruzenje(Rapture)

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sajo

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Odg: Bioshock Infinite
« Odgovori #88 : 21. Listopad, 2012., 17:36 »
krenuo sam igrati prvi BS, ok je igra, atmosferična, čudno mi je to ciljanje, ali bit će bolje dok se uhodam još malo
if life suddenly just got a bit harder, you most likely just leveled up

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Cole

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Odg: Bioshock Infinite
« Odgovori #89 : 21. Listopad, 2012., 18:32 »
Kriste ja još moram prva dva odigrat.
Rapture mi je jedan od najboljih settinga ikad i općenito igra koja rula krista. Bok Babić.

 :kava:

 

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