Aí depois neguinho quer que a Microsoft solte os jogos da bethesda para o PlayStation
Como diria o ditado, chumbo trocado..
Isso aqui acabou virando 'cada plataforma tem suas características'.Depende.
MGS fazia "muita falta". Veio pro Xbox, ninguém fala mais.
Yakuza fazia "muita falta". Veio pro Xbox, ninguém fala mais.
Kingdom Heart fazia "muita falta". Veio pro Xbox, ninguém fala mais.
....
Eu não acho que faz falta, apesar de gostar do FFXV (quase cheguei no lvl cap), faz a flame war acender.
De fato. E só agora vi que não é a Taverna.E só falar de alguma coisa do oriente já começam com essa merda.
Eu sou do time que faz questão de baixar e jogar algum jogo oriental só pra ter certeza que o Japão não sabe mais fazer jogo.
Kk
"Seja gentil!"É aqui que tão falando mal de FFXV? Hummm...
Tô tentando. Olha... kkkk"Seja gentil!"
A PS Now não é pra agora, esse é o problema.A PS Now por exemplo parece que ainda tem a barreira do Stream funcional em alguns países
Eu escrevi isso que você citou aí, não como crítica a Xbox aumentar seu portfólio e variedade, mas como crítica a quem quer que o xbox seja um pleistexu. Em nenhum momento citei algo pessoal o de meu gosto, eu sei que o mundo não gira em torno de meu umbigo, nem minha casa ?Isso aqui acabou virando 'cada plataforma tem suas características'.
MS já tá correndo atrás das IPs orientais que nunca tiveram espaço no Xbox, já está fechando acordo com a Coréia para lançar jogos direto na GP. Não é mais uma questão de 'cada plataforma com suas características', e sim de se tornar uma plataforma completa.
Não faz falta pra você e pra muitos? Ok, mas não precisam se limitar a isso se podem fazer mais.
Pessoal preocupado com a elevação dos oceanos devido a derretimento de geleiras, imagina se realiza esse rumor....
Os jogos da Ubisoft podem chegar ao Xbox Game Pass ainda em 2021 - Windows Club
Em 10 de novembro, na companhia do lançamento do Xbox Series X|S, o EA Play se juntou ao Xbox Game […]www.windowsclub.com.br
Querido amigo @Guilherme Augusto , ?Pior que a Square seria uma aquisição do tamanho da Bethesda.
Melhor até que a SEGA.
Abre o cheque senhor Nadella.
Diz a lenda (li em algum lugar, não lembro onde) que a manutenção do EA Play no GamePass tem prazo.Já não tem leitos disponíveis devido ao covid , imagine onde vai colocar um monte de gente infartando de raiva.
Não da para acreditar neste rumor, é surreal se acontecer tal coisa. Não dá para nem dimensionar o impacto disso.
Boatos que a Microsoft vai apresentar uma tecnologia semelhante ao DLSS da Nvidia em breve, especificamente o DirectML.
Pontos chave do evento:
- Graphics Keynote: Delivering the New Generation of Gaming Graphics
New consoles and graphics cards usher in a new wave of more immersive video games. In this session, we will cover the latest innovations to our graphics platform, making it easier for game developers to push the limits of graphics on both PC and Xbox with DirectX, HLSL, PIX, HDR, and more.- Accelerating DirectX Innovation
The DirectX team has been working on a way to change the game for developers who want to be on the bleeding edge of graphics. We're finally ready to show the world how we're pushing the envelope with an exciting new update. (isso aqui provavelmente)- Tier 2 Variable Rate Shading in Gears
This talk will discuss the usage of Variable Rate Shading in Gears 5 and Gears Tactics. Our implementation targets zero perceptual drop in visual quality, works seamlessly with dynamic resolution, and runs across Xbox Series X|S and PC. Performance improvements will be discussed as well as how VRS was tuned to work across different rendering passes. We will also discuss some challenges and integration tips that can be applied to any game engine.- Denoising Raytraced Soft Shadows on Xbox Series X|S and Windows with FidelityFX (Presented by AMD)
With raytraced visuals bumping rendering quality even higher than ever before, a significant amount of fine tuning is required to maintain real-time performance. A typical way to achieve this is to trace fewer rays, and to make sense of the noisier output that method delivers. This presentation will explain how the AMD FidelityFX Denoiser allows for high-quality raytracing results without increasing rays per pixel, and deep dives into specific RDNA2-based optimizations that benefit both Scarlett and PC.- Introduction to Real-time Ray Tracing with Minecraft (Presented by Nvidia)
This talk is aimed at graphics engineers that have little or no experience with ray tracing. It serves as a gentle introduction to many topics, including “What is ray tracing?”, “How many rays do you need to make an image?”, “The importance of [importance] sampling. (And more importantly, what is importance sampling?)”, “Denoising”, “The problem with small bright things”. Along the way, you will learn about specific implementation details from Minecraft.- Xbox Velocity Architecture: Faster Game Asset Streaming and Minimal Load Times for Games of Any Size
The new Xbox Velocity Architecture in the Xbox Series X|S consoles enables developers to re-imagine how to build their games. By combining a super-fast SSD, hardware decompression, and the new DirectStorage functionality, game developers have tools to develop immersive experiences with a minimal load time for users. This session will review the benefits of the Velocity Architecture and show a real-world example.- DirectStorage for Windows
Microsoft is excited to bring DirectStorage, an API in the DirectX family originally designed for the Velocity Architecture to Windows PCs! DirectStorage will bring best-in-class IO tech to both PC and console just as DirectX 12 Ultimate does with rendering tech. With a DirectStorage capable PC and a DirectStorage enabled game, you can look forward to vastly reduced load times and virtual worlds that are more expansive and detailed than ever. In this session, we will be discussing the details of this technology will help you build your next-generation PC games.
Boatos que a Microsoft vai apresentar uma tecnologia semelhante ao DLSS da Nvidia em breve, especificamente o DirectML.
Pontos chave do evento:
- Graphics Keynote: Delivering the New Generation of Gaming Graphics
New consoles and graphics cards usher in a new wave of more immersive video games. In this session, we will cover the latest innovations to our graphics platform, making it easier for game developers to push the limits of graphics on both PC and Xbox with DirectX, HLSL, PIX, HDR, and more.- Accelerating DirectX Innovation
The DirectX team has been working on a way to change the game for developers who want to be on the bleeding edge of graphics. We're finally ready to show the world how we're pushing the envelope with an exciting new update. (isso aqui provavelmente)- Tier 2 Variable Rate Shading in Gears
This talk will discuss the usage of Variable Rate Shading in Gears 5 and Gears Tactics. Our implementation targets zero perceptual drop in visual quality, works seamlessly with dynamic resolution, and runs across Xbox Series X|S and PC. Performance improvements will be discussed as well as how VRS was tuned to work across different rendering passes. We will also discuss some challenges and integration tips that can be applied to any game engine.- Denoising Raytraced Soft Shadows on Xbox Series X|S and Windows with FidelityFX (Presented by AMD)
With raytraced visuals bumping rendering quality even higher than ever before, a significant amount of fine tuning is required to maintain real-time performance. A typical way to achieve this is to trace fewer rays, and to make sense of the noisier output that method delivers. This presentation will explain how the AMD FidelityFX Denoiser allows for high-quality raytracing results without increasing rays per pixel, and deep dives into specific RDNA2-based optimizations that benefit both Scarlett and PC.- Introduction to Real-time Ray Tracing with Minecraft (Presented by Nvidia)
This talk is aimed at graphics engineers that have little or no experience with ray tracing. It serves as a gentle introduction to many topics, including “What is ray tracing?”, “How many rays do you need to make an image?”, “The importance of [importance] sampling. (And more importantly, what is importance sampling?)”, “Denoising”, “The problem with small bright things”. Along the way, you will learn about specific implementation details from Minecraft.- Xbox Velocity Architecture: Faster Game Asset Streaming and Minimal Load Times for Games of Any Size
The new Xbox Velocity Architecture in the Xbox Series X|S consoles enables developers to re-imagine how to build their games. By combining a super-fast SSD, hardware decompression, and the new DirectStorage functionality, game developers have tools to develop immersive experiences with a minimal load time for users. This session will review the benefits of the Velocity Architecture and show a real-world example.- DirectStorage for Windows
Microsoft is excited to bring DirectStorage, an API in the DirectX family originally designed for the Velocity Architecture to Windows PCs! DirectStorage will bring best-in-class IO tech to both PC and console just as DirectX 12 Ultimate does with rendering tech. With a DirectStorage capable PC and a DirectStorage enabled game, you can look forward to vastly reduced load times and virtual worlds that are more expansive and detailed than ever. In this session, we will be discussing the details of this technology will help you build your next-generation PC games.