TweakTown NewsRefine News by Category:
Ubisoft has announced a three-week delay to The Crew, with its original release date of November 11 being pushed back to December 2. Ubisoft has also announced that there will be a second closed beta on both the PS4 and Xbox One next month.
The developer said that the new beta will be "giving even more players the opportunity to experience the game, which is something the community has been requesting". Julian Gerighty explained the delay, where he said: "Our philosophy remains to deliver the best game possible. We're all committed to delivering a revolutionary experience in the driving genre and we can't wait for The Crew to be in the hands of the players".
This isn't the first time Ubisoft has delayed The Crew, as it was originally meant to launch early 2014. The company delayed it to Q2 of fiscal year 2015, and now again to December 2.
Assassin's Creed: Unity has been confirmed to be running at 900p at 30FPS on both the Xbox One and PS4, according to Senior Producer Vincent Pontbriand in an interview with VideoGamer.
Pontbriand said: "We decided to lock them at the same specs to avoid all the debates and stuff". Weirdly, the new Assassin's Creed title is not held back by the GPU side of the AMD-powered APU found inside of both of the consoles, but the CPU side of the silicon. Pontbriand explained: "Technically we're CPU-bound. The GPUs are really powerful, obviously the graphics look pretty good, but it's the CPU [that] has to process the AI, the number of NPCs we have on screen, all these systems running in parallel".
"We were quickly bottlenecked by that and it was a bit frustrating, because we thought that this was going to be a tenfold improvement over everything AI-wise, and we realised it was going to be pretty hard", he continued. "It's not the number of polygons that affect the framerate. We could be running at 100fps if it was just graphics, but because of AI, we're still limited to 30 frames per second".
Ubisoft's upcoming Assassin's Creed Unity video game won't be available for the Nintendo Wii U next month, and it's because the game console simply isn't as powerful as the Microsoft Xbox One or Sony PlayStation 4 consoles.
"I don't think that would be fair to fans, to sell the same game but with different levels of experience," said Alex Amancio, Ubisoft creative director, in a recent interview. "Even the seamless nature of the series and the scale of the game right now, we couldn't do that. We never load Paris. It wouldn't be possible, in our minds we'd be cheating fans by providing a lesser version of the same game."
Previously, Ubisoft CEO Yves Guillemot said Nintendo console owners don't typically purchase Assassin's Creed video games - so it's not too much of a surprise to hear Assassin's Creed Unity won't be available for the Wii U.
It looks like we can expect Metal Gear Solid V: Ground Zeroes to hit the PC on December 18, according to multiple Russian sources who attended their local video game exhibition, IgorMir.
We know that both Metal Gear Solid V: Ground Zeroes and Metal Gear Solid V: The Phantom Pain are coming to PC, with series creator Hideo Kojima officially announcing the Steam versions of the game just a couple of months ago. Ground Zeroes is a prologue to the full deal: The Phantom Pain, and is already out on the PS3, PS4, Xbox 360 and Xbox One.
Metal Gear Solid V: The Phantom Pain is due out on the aforementioned platforms, and PC, in 2015.
Rebellion has just updated Sniper Elite 3, with the game now joining the ranks of AMD's Mantle compatible games. The Head of Programming at Rebellion, Kevin Floyer-Lea explained that switching to a different API, is important not only for the gaming industry, but gamers, too.
Sniper Elite 3 runs on the Asura engine, with Rebellion having to find a way to bake Mantle support in with the assets the developer had made for the DirectX version of the game. With Asura being a cross-platform title, it was easier than some engines, but a big task nonetheless. The Mantle-powered version of Sniper Elite 3 lowers the CPU overhead, thanks to more efficient calls within the Mantle API. You can see in the image below, that the Mantle version of the game uses less CPU power, but also provides increased FPS.
We can see that using the Intel Core i7 3770K processor at stock speeds (3.5GHz), the DirectX 11 version of the game uses 23% of the 8 available threads, and provides 88FPS. The Mantle version of the game on the other hand, uses 21% CPU - 2% less than DX11 - and provides 100FPS, just over 10% added performance. Not bad, considering its free performance for Radeon users.
Middle-earth - Shadow of Mordor is the latest game that is pushing PCs to their limits, with an Ultra HD graphics setting that requires a 3.7GB download, and up to 6GB of VRAM.
But, how does Shadow of Mordor compare against the Xbox One and PlayStation 4 versions of the game? Well, the comparion version is above, with Mordor on Ultra, but without the Ultra HD textures enabled. This means the PC version can look even better than what is displayed above. Have you picked up Shadow of Mordor? If so, what do you think of it so far?
Monolith's new Shadow of Mordor is pushing PCs a little harder in the graphics department, but the effects are good enough to require a 3.7GB download of the games Ultra HD texture pack. This texture packs increases the in-game graphics with higher resolution textures, recommended only for GPUs with 6GB of VRAM, like NVIDIA's GeForce GTX Titan.
But as it stands, there is an issue with the texture pack, as users are reporting that even with the Ultra preset for textures enabled, the game still runs on High quality. There aren't many GPUs on the market with 6GB of VRAM (or more) on them, apart from a select group of Radeon HD 7970s and R9 290Xs, and a couple of NVIDIA's GeForce GTX 780 and 780 Ti, apart from the company's higher-end GTX Titan series.
The game has a built-in benchmark which is easy for comparing your system against friends, and to see the averages, etc increase with an upgrade to your system. We will have benchmarks using Shadow or Mordor shortly, so check back over the weekend.
It wasn't long ago that NVIDIA used its GAME24 event to officially unveil its new second-generation Maxwell-based GPUs, the GeForce GTX 980 and GTX 970, but also celebrated PC gaming for 24 hours across the world.
NVIDIA had over 1.3 million gamers from over 120 countries jump into the live stream for the various streams NVIDIA had going, from a 24-hour modding competition, to the Maxwell launch itself, to a DotA 2 tournament, and more. 1.3 million gamers tuning in over 24 hours show that NVIDIA pulled something popular here, so it'll be interesting to see another event in the near future from the company.
Star Citizen has raked in over $55 million in crowdfunding since it went live last year, which has seen the game enter the Guinness Book of World Records "not as the largest crowdfunded game of all time, but as the largest crowdfunded anything of all time", according to Roberts Space Industries' founder and Wing Commander's father, Chris Roberts.
Funding for the space simulation game began last November, with a $6 million Kickstarter project. When Star Citizen reached $50 million in funding, Roberts said: "Ship sales and new members of our community are the two main fund raising sources". Roberts talked about the success of Star Citizen, and its seemingly endless campaign which just isn't running out of steam, he reiterated to fans that "there is no venture capitalist wanting a massive return in three years".
This is great news for gamers and fans of the game, as well as backers and funders of the game, as the profits aren't all for RSI, but Roberts said that his "intention is for all the money we bring in before launch to be spent on development". RSI now has a team of over 280 people, with Roberts adding: "It is the community, from the existing backers who continue to support the game, to new members who join every day who are setting the level of ambition and budget for Star Citizen".
After the mess that was the launch of Battlefield 4, EA is taking a much different, and more appropriate path for the launch of the Visceral Games-developed Battlefield: Hardline. The company delayed it into 2015, but it looks like it could be for a good reason.
At the Tokyo Game Show, Game Revolution talked with Ian Milham, the Creative Director of Visceral Games. Game Revolution asked Milham whether the game will be 100% ready at launch, as most games these days don't seem ready for their big launches, with pretty much every big game launched lately enjoying its fair share of problems. Milham replied with: "What you're basically asking is, 'Is you're game going to work?' and the answer is yes, it's gonna work. We actually started on this more than a year before Battlefield 4 came out".
He continued: "We've been working with the DICE guys for a long time; some of our engineering work is actually in Battlefield 4 and things they've been doing since then. It's in pretty great shape now and all that work is gonna come into what we're doing". Milham also added: "We already had one very successful beta, we're going to have another beta on every platform we ship on. We take shipping a working game pretty seriously. So, yes, the game will work".
Milham did have a disclaimer, adding that there will be the usual hiccups, as the game is shipping out on five different platforms. But, overall, he has confidence that Battlefield: Hardline will avoid major problems when it launches, pointing to the fact that gamers have been thrashing Hardline at trade shows for countless hours, without crashing. At TGS for example, Battlefield: Hardline was featured with rounds of 8 vs 8 multiplayer, without an issue.