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Re: PS4 Pro : le boost mode confirmé avec le firmware 4.50
En plus des retours utilisateurs (voir liens page précédente) un superbe post provenant d'un article de Digital Foundry (à lire ici) pour détailler ce fameux "boost mode":

[+] CLIQUER POUR AFFICHER
Krychek Wrote:I just sat down with a good programmer friend of mine (who has been through the PS4 Pro patch routine) and barraged him with questions.


Notable findings:

- Games with 30fps caps WILL run closer to their cap.

- Games with 60fps caps WILL run closer to their cap.

- Games with unlocked frame rates WILL run faster, but, as with those capped games, various V-sync solutions may determine stability and frame pacing integrity.

- Some adaptive V-sync schemes will work seamlessly and simply show less tearing under stress.

- Some adaptive LoD schemes are 'uncapped' and will simply show less stuttering under stress with the increase to raw bandwidth.

- Depending on programming, Boost mode could also improve basic loading times or asynchronous loading schemes thanks to faster decompression via the upclock. Not a huge increase though.

- Boost mode will harness: increased CPU clock speeds, increased GPU clock speeds, increased VRAM/memory system bandwidth.

- Boost mode will NOT magically allow a game to properly use additional CUs/stream units. Games are specifically programmed to those elements. Unless the game engine is programmed to automate tasks to any available CUs. 'Uncapped' automation, if you will. Some physics implementations are happy to do this. That's in a smaller minority on console. Most are fine-tuned.

- Some games will be able to consume all those extra resources in Boost mode.

- Boost mode will not magically add or enable visual settings like anti/supersampling/anisotropic/draw distance/effects density/resolution or texture upgrades, etc. Clearly those are specifically programmed or inserted.

- However, many implementations of AA will see less of a performance impact under Boost.

- Adding to the previous, says to remember Pro patches very specifically FLAG the game to Pro mode. You cannot combine Boost mode with Pro patch, because they are booting into two entirely different code flags ("pass through" compatibility OR Pro patch).

- So then, Boost is pass-through but with Sony's defined global clock unlocks/bandwidth increases.

- Defined? Like, not totally unlocked? He's not sure. There's also stuff like chipset/system temps/power draw to consider. With a Pro patch you can safely work within the tools to determine relative system load/stress. The Boost unlocks may be significantly higher but placed within a slightly lower 'safe range' for baseline system stability and stress considerations.

- A few games will be too unstable/unreliable to play in Boost mode. Players will probably call upon those developers to patch, in those cases. Ironic, for games that developers had absolutely no intention of Pro patching.

- Worst case, a few games may actually freeze or crash to the front end under Boost mode. That's very possible he says. It all depends on coding and what the vanilla client is expecting or wants to see in the spec. There are failsafes.

- Could Boost help much smaller teams, like 2-3 man indie teams, that can't devote resources to preparing Pro patches? Yes of course, it's hands-off (duh, dumb question).

- Could this allow smaller teams to prepare easier "micro-patches" for Pro? In theory, of course. But again, if the team is already going through the motions of Pro mode, they're getting access to the full spectrum of the hardware - so they might as well take advantage.

- Besides, he clarifies, at that stage they're enabling the full Pro flag regardless, so the point is moot.

- (paraphrasing) "But yes, if players start to really like the Boost mode it may encourage developers to revisit much older games and add quick Pro support. To at minimum revise compatibility and stability for the clocks. That's something you can do in a day."

- Notably, in Pro development the tools are essentially giving access to a Boost mode up front to allow compatibility testing when preparing Pro patches. This gives developers what he calls an "easy mode" for taking a lazy approach to Pro patches. It lets them harness the bare minimum clock/memory bandwidth increases and test and apply basic timing/calls and frame tweaks to ensure stability.

- Again, this requires basic code alterations and thus falls into the Pro flag enabled category. (paraphrasing) "Remember some of these 'ninja' Pro patches that were slipped into shipping games or vanilla patches without announcement? I bet you most of them started using this easy method before getting updated."

- If developers see that users don't mind uncapped frame rates with fairly large fluctuations in Boost, that could be an easy feature to add via Pro patch. But he says Sony is really encouraging devs to use 4K-friendly modes or superior settings at 1080p for official patches, and stability. That's kind of the reputation of Pro. So they may not encourage such simple patches.

- That's probably why they're advancing this "hands off/guilt free/at your own risk" Boost mode, and doing it some months after the Pro release so instability controversies didn't cloud the launch.

- I think that's very, very important to keep in mind.

- Obviously that could have been bad PR. For all those saying "Why didn't they do this from the start?"

- (as well as any perceived multiplayer advantages - a point of contention for some that will still come up because of this. Prepare for the angst).

- Doing it now gives them another bone to throw to an already established Pro base hungry for any and all Pro benefits. The timing is right.

- A perceived "blanket" improvement to all PS4 games also steals some of the thunder from the competition's future offerings, getting some people off the fence in terms of Pro interest.

- We agreed it's a great move, even if it pisses off some vanilla owners. This is what most users wanted from the Pro. Meanwhile, Pro patches provide the full range of enhancements with full developer control.

- Why could Boost mode 'break' some games? Because some games have their AI, logic, loading schemes, etc. specifically tied to a defined performance profile. Optimized and tested to that range. These games are attached to those expected settings and programmed specifically to function within those expected performance parameters. That's console development.

- How about games using dynamic/adaptive resolution scaling schemes? Depends on the engine and optimization range. A good DRS engine will absolutely benefit from Boost mode "out of the box" -- in other words, maintain higher resolution averages towards the target frame rate.

- Others will be more confined to ranges specifically programmed to vanilla PS4 specs and would need a mandatory Pro patch to add enhanced support and change the defined range/parameters. Boost mode won't magically rewrite that code.



And... get back to work.
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dark2naruto
Re: Destiny - Tataner du Fallen entre amis
Personnellement, je trouve très bien les actions prises par Bungie

Queen's Wrath Event
Material rewards for dismantling Queen's Wrath gear will no longer provide ascendant materials, but missions will continue to drop Legendary items


Mais oui !! Challanger pour obtenir le set complet, je dis oui... pour obtenir de quoi se rendre overcheaté et gacher le plaisir du jeu pour la sute, je dis non...

En revanche, je trouve qu'ils devraient ajouter, comme à l'instar de nombreux jeux, des bonus et malus sur les armures, qui ne s'activeraient qu'une fois le SET COMPLET obtenu et porté !!

La Grotte aux Merveilles

Bien que j'ai dû moi même passer au moins 10h devant cette grotte, je ne peux qu'applaudir Bungie sur leurs actions :

But shooting at a black hole for hours on end isn't our dream for how Destiny is played. Our hope is that social engagement in public spaces is only one part of the Destiny experience. Expect changes soon which decrease the efficiency of cave farming and correspondingly increase engram drops from completing activities.


Enfin, ils ont compris !!... Ce n'est pas ce qu'ils attendent des joueurs, et cela doit les peiner de voir le jeu être gâché ainsi... bosser sur beaucoup de chose pour voir les joueurs se focus en patrouille pour tirer à l'aveugle en direction d'une grotte...WTF ?!

Mais j'aime aussi beaucoup ce passage

we've tracked down an issue which has made Strikes more challenging than originally designed by both increasing damage taken by players and decreasing the damage inflicted by players on the boss. Expect to see this addressed soon, and for Strikes to become a little less grindy as a result (sorry, Raiders - incoming damage is working as intended in the Vault of Glass)


Mon dieu.... ils veulent rendre les assauts ENCORE PLUS FACILE que ce qu'ils ne sont déjà !! Perso, je les trouvent très bien comme ils sont : devoir en chier à trois (à niveau équivalent lvl assaut/lvl joueurs) pour completer l'objectif est bien plus intéressant que de pouvoir rusher le boss...

Je vais prendre en exemple le Nexus, épique de la semaine : seul, j'ai pu arriver au boss, mais ensuite j'ai déchanté... infaisable... avec 2 autres gardiens, nous y sommes arrivé, mais non sans mal quand même : c'est du sport, ca donne de l'intéret au jeu !!

Ensuite, de savoir qu'ils vont réquilibrer les armes me fait plaisir ! Enfin, en PvP, jouer avec un fusil d'éclaireur prendra tout son sens à moyenne/longue portée face à joueur équipé d'un FA qui t'OS de loin avec une rafale ^^

En revanche, je ne comprends pas très bien où ils veulent en venir avec le système de loot aléatoire des engrammes (ex : en engramme bleu peut donner du vert, du bleu ou du violet) > vont-ils enfin mettre un pourcentage de drop devant chaque ligne de l'engramme ? Si oui, perso je ne vois pas ce que ca va changer lol...

Idem pour le système de récompense :

Reward Celebration
Growing more powerful by acquiring new upgrades, gear or progression is central to Destiny's player experience. Our goal is to always celebrate when this occurs, both as a reward in and of itself and to communicate to players what is going on.

During development we sometimes prioritized making a system functional over celebrating its rewards, for example: The Vault of Glass contains highly coveted loot but the actual moment of reward happens without fanfare and can be easily missed. The lowest level of the Daily Heroic gives great XP and Reputation rewards, but neither of these progressions appears on the postgame screen.


En gros... ils veulent ajouter un son particulier qui sera joué en cas de drop exceptionnel ?

Bon, sinon, hier soir, une fois de plus, bonne petite session de jeu avec Virus et plm...

les gars, merci, je prends plaisir à jouer avec vous... on a le mérite de se fendre la gueule au micro au moins =) je commence à apprécier de plus en plus notre "dream team" (même si Virus a tendance à nous tirer vers le bas :roll: :lol: )

Donc hier soir, farming, j'ai chopé 2 engrammes de vaisseau rares... les deux tout moches, avec option "marron-cochon-du-pigeon-malade-qui-t'a-refais-ta-carrosserie"

Image
le vaisseau est pas mal... mais c'est quoi cette couleur merdique ??


Puis nous avons pétés nos scores de rapidité :

Sepiks premier : ancien record avec la même équipe : 11min26s

Image
et c'est un nouveau record qui s'inscrit...et encore on a trainé en route je trouve ^^


Le plus drole étant contre Riksis : oui oui, vous ne ne revez pas...

Image
le pauvre... il a prit cher...tres cher...


Je vous attends ce soir les gars pour 1ere nocturne du WE =)
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Destiny - Tataner du Fallen entre amis
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Tom Vivares
Re: #DRIVECLUB : le directeur, Col Rodgers, quitte Evolution
Col Rotgers explique les raisons de son départ sur NEOGAF

(Source + Traduction ) => http://www.microsofttranslator.com/bv.a ... count=1393

Hello, all.

This is my first post on NeoGAF, and whilst I'm not generally one to deal in internet speculation, I have to put the record straight with regard to Pete Dodd's comments above.

Everything he has said with regard to myself and Driveclub is incorrect. It's also libellous.

As Putty (who is a personal friend of mine, and has been for about 25 years) suggests, I left Evo in February for personal reasons. The personal reasons being that my son, who is 4 years old, has been diagnosed with Nephrotic Syndrome, which is a potentially life threatening condition. I live 220 miles (4 hours drive) away from Evolution Studios, and was away from home 5.5 days a week. Given the circumstances, I could not continue to work there.

Driveclub is a great game, and the direction hasn't changed since my departure. This has been confirmed by SONY in various press releases over recent days.

I have no problem in dealing with very large projects, as I've been working in the games industry for the last 19 years, and have worked on some very prestigious titles, so there is genuinely no truth to anything posted by Mr Dodds at all. My departure (and indeed the setup of my 'indie' operation, BigRedSwitch) is 100% driven by family necessity, not some professional failing on my part.

I left SONY on very good terms. There is no animosity there, and I was absolutely nothing to do with the recent redundancies - in fact, the news of those redundancies was probably linked on here before I knew about them.

The games industry is a tough place at the moment. My circumstances with my son mean that I've had to leave secure work in order to try to make my own way in the world. This may entail getting another job. With people who obviously know nothing about the situation blackening my reputation for the sake of internet 'fame', this could be made much more difficult. It's nothing less than trolling.

I've contacted Mr. Dodd on his email address on his site. Due to the factual inaccuracy of his statements, I've informed him that he needs to remove the statements and apologise for the damage they have caused, as posting incorrect information and claiming it's true is quite simply libel.

I'm sure you can all appreciate just how difficult things are for myself and my family at the moment. I'd genuinely appreciate it if you can take my statements as word from the origin, and realise that there has been no big cover-up when it comes to my departure from SONY/Evo.

Thanks, all.

Col.
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Re: Xbox One : le Major Nelson présente le démarrage de la c
Joker Wrote:Le truc cool pour ceux qui auront la Xbox c'est par exemple de rentrer chez soi, gueuler "Xbox, ON !" en rangeant ses clés, puis lui dire de lancer le jeu le temps d'enlever le manteau, et hop à peine le cul sur le canapé qu'on peut jouer :mrgreen:


Ha ha. Tu m'as fait rire tout seul devant mon écran et en plus tu m'as fait pensé à "Retour vers le futur 2". :D

C'est dans ces moments-là qu'on aimerai avoir un système de "Like" ou "Reputation" intégré au forum. :ugeek:

ps : Simple et efficace le démarrage de la ONE.
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