What do you think the polycount is for the average PS4 title like killzone 4 http://blog.us.playstation.com/2013/02/20/killzone-shadow-fall-announced-for-playstation-4/
I think that polycount and texture resolution will go up (the guys behind Killzone Shadow Fall Demo at the PS4 demo had a cool presentation). IE, the Killzone characters (KZ3 on PS3 to KZSF on PS4) went from 15k tris and a single 2048 texture to 40k tris and 2 2048 + 1 1024 texture (I think, I might be off a little bit).…
So what is the latest now we have a little more information on the specs. http://www.eurogamer.net/articles/digitalfoundry-gdc-2013-unreal-engine-4 Does this mean light baking will have to be done on PS4 and Xbone? but not on PC?
Can not wait to get my hands on Unreal 4. And at a guess I would say the Killzone characters look like they are around 35K [ame="http://www.youtube.com/watch?v=Nn7sj4gmfjY"]Playstation 4: Meeting 2013 Killzone 4 Gameplay Trailer PS4 [HD] - YouTube[/ame]
The last I read was that PS4 wasn't getting SVOGI, but nothing was announced for the next Xbox or PC. Also, I think a good example of next-gen stuff is current-gen PC, although not everything will make it way to consoles(especially not Nintendo :poly124:). I think Crytek may be leading the way right now. There is a…
It is just too early to tell it now. A new console generation is always behind the current PC generation (you need several years to plan and design a new console). There are two factors heavily influencing the games on a console. Hardware utilisation and the lowest common denominator. The whole current game generation…
Can you share your thoughts and WIP screen shots for best practice on the subject of next gen techniques? Now that we are getting to grips with the tech how are you finding it best to adopting modular creation or are you starting to pump out larger sections , for example, 4X chamfered edges, blended textures, procedural…