Two teams of idiots lock horns.
The stars my destination.
holy bedjezus... that looks like a boring game... where's the tension?
The big question is - if ambient occlusion affects light as it hits a surface based on the surface itself and adds a softening effect similar to ambient light, does this combined with the limited RGB of the XB1, mean that when AO is added to the X1 version, we'll see similar softening as is appearing in the PS4 version?
I'm no historian, but could someone enlighten me on this "recent evidence"?
Ultimately this generation of consoles are very similar and it will be fascinating to see which approach works well most consistently. The brute force approach Sony have taken or the efficient approach Microsoft have chosen.
"Most people start with the GNMX API which wraps around GNM and manages the more esoteric GPU details in a way that's a lot more familiar if you're used to platforms like D3D11.
Sony already went out and said it uses custom OpenGL
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Preview of Dejobaan Games and Popcannibal's upcoming experimental PC game Elegy for a Dead World.
M2 brings their retro reverence to one of the most impressive games on the Genesis.
Even completely average can still be a ton of fun. Mike's thoughts on Defiance and games that aren't amazing.