Kingdom Come: Deliverance developer Warhorse Studios won't be bending to the will consoles, saying that the PC version of the game won't be gimped because of the underpowered consoles.
The developer explains: "The PC version will not be changed for for consoles, the console version will be done by a port from the PC version, not the other way around. If you have a really powerful pc, you will be able to use it as you should".
If you haven't heard of Kingdom Come: Deliverance, it's a realistic first-person RPG that will see the light of day in 2017.
We're only a month away from the release of Watch Dogs 2, and now we're starting to enjoy more gameplay footage from Ubisoft's upcoming sequel to Watch Dogs.
Gamelite are behind the new 30 minutes of Watch Dogs 2 gameplay footage, and if you hear it - a pedestrian farts at the beginning of the clip, showing the world that has been created for Watch Dogs 2.
Watch Dogs 2 will be released on November 15 for the PC, Xbox One and PS4.
Remedy has not had a good experience with the PC version of Quantum Break, and now that the Steam version has been released, people are testing the game on both DX11 and DX12. It seems that DX11 is performing better than DX12, and we shouldn't be surprised.
Eurogamer has a detailed report on Quantum Break performing better on DX11, running a GeForce GTX 970 and seeing an increase from 33FPS on DX12 to 44.7FPS on DX11. On the newer GeForce GTX 1060, the performance jumps from 39.5FPS on DX12, to 47.5FPS on DX11. It's far away from 60FPS, but details can be adjusted on DX11 on a mid-range card like the GTX 1060, and still hit 60FPS.
As for the DX12 performance, we should expect that as Microsoft and nearly every developer releasing DX12-capable games seems to have dropped the ball. Some games are scraping through, but games like Quantum Break are massive AAA titles that should have performance completely locked down on APIs like DX12, instead we're met with a myriad of issues on the Windows Store version of the game, and now gimped performance on DX12.
Hello Games set its own price for No Man's Sky on PS4 and PC--Sony and other business partners had nothing to do with it.
For the longest time, I thought that No Man's Sky's $60 price tag was a result of some business decision between Hello Games and its distributors, including Sony and iam8bit. But that doesn't make a lot of sense considering No Man's Sky is $60 on Steam and GoG, too. Still, I thought it wasn't as simple as Hello Games arbitrarily deciding to charge that much for their indie game--it just didn't seen possible for them to be that greedy. As it turns out, though, Hello Games is that greedy.
In a recent YouTube LIVE video, Geoff Keighley delivered a revealing inside perspective from someone close to Hello Games and No Man's Sky's development. "I had many strong discussions with Sean and the team as they led up to launch, and disagreed with them charging $60. I think what they should've done is put it out as an early access game, and let people play it and sort of build it up over time with the team and the community--change the game over time with feedback," Keighley said, and I think he's right on the money.
Despite all the lies, gamers might finally have an honest resolution from No Man's Sky developer Sean Murray.
On his new YouTube Gaming LIVE showcase, games personality Geoff Keighely delivered an inside perspective on No Man's Sky. Keighley says that Sean Murray is "open" to coming on the show to discuss the game and what went wrong, and why he lied--it'd be like a sort of confessional, so to speak. Since No Man's Sky's backlash launch, Sean Murray has basically quit the internet: he hasn't tweeted anything for over a month, and has yet to actually address the lies and deception. In fact, Hello Games is currently being investigated by the UK's Advertisement Standards Agency for misleading advertising.
"What's happened is happened, and the big question is where does No Man's Sky go from here," Keighley said during the show. "I finally did reconnect with Sean a few weeks ago via email and he said that they're working hard on updates, and he said he's open to coming on this show later in October and talk more about what happened to me and to all of you."
Have you ever wanted to make your own portable emulator arcade out of an SNES controller? Well, now you can.
DIY tech modder Anthony Caccese has created a DIY on how to stuff a Raspberry Pi Zero into an Super Nintendo controller, effectively letting you make your own all-in-one emulator and controller solution. The SNS-005 can be easily plugged into a TV via an HDMI cord, and is powered by its own 3.7v 500mAh internal battery that last about 2.5 hours, and can be charged up at any point via Micro USB.
This project is for all aspiring DIY tecchies out there who've always wanted to tinker with a Raspberry Pi and make something awesome. I have to say that this invention is pretty nifty, especially since mini emulator arcades are typically small handhelds or tiny set-top boxes you connect controllers to, so it's really neat to see an all-in-one solution made out of a controller.
The devs at Voofoo were able to use Sony's new PlayStation 4 Pro console to hit native 4K 60FPS in their new indie-style racing game Mantis Burn, and Digital Foundry thinks there's more to meets the eye with the PS4 Pro.
Remember when PS4 architect Mark Cerny said the PS4 Pro uses "many new features from AMD's Polaris architecture as well as several even beyond it"? Now it looks like some devs are tapping the console's "beyond Polaris" tech in order to achieve some impressive performance. Eurogamer's Digital Foundry recently tried out Mantis Burn, a Micro-Machines-type racing game that's the first to hit native 4K 60FPS on the PS4 Pro.
While Mantis Burn isn't a huge AAA endeavor, Digital Foundry was still surprised that the devs could hit native 4K with forward rendering and hit a consistent 60FPS in the game, leading them to conclude the PS4 Pro has some "secret sauce" that we don't know about yet: "In short, there's more to PS4 Pro's enhancements than teraflop comparisons suggest - and we understand that there are more 'secret sauce' features still to be revealed. At the PlayStation Meeting, Sony staff told me that the enhancements made to the core hardware go beyond the checkerboard upscaling technology, and the new instructions certainly support Mark Cerny's assertion that the PS4 Pro possesses graphics features not found in AMD's current Polaris line of GPUs. Interesting stuff, and we look forward to learning more."
"The core narrative is about 60 minutes in duration, however additional content is unlocked that provides about another 90 minutes of gameplay on top of that. So there are plenty of reasons to play through the game multiple times in order to see everything that we have put into it," Rocksteady Studios Brand Marketing Producer Dax Ginn told Press Start. Arkham VR is priced at a cool $20, and requires the $399 PlayStation VR, a PlayStation 4 console, and a $60 PlayStation Camera in order to play.
I already knew what to expect from most PlayStation VR games, especially since Sony has confirmed that most PSVR games will be "simple passive experiences". But if you're excited about the PlayStation VR, you need to understand that most of these games will not be full experiences (with the exception of Resident Evil VII), and there's a good reason for that.
EA would have to love the news from Activision that Call of Duty: Infinite Warfare will include Modern Warfare Remastered, except that the Modern Warfare remaster requires the Infinite Warfare disc to be inserted in order to work.
The official Call of Duty website has listed in fine print: "Modern Warfare Remastered is a full game download (game disc must be inserted to play Modern Warfare Remastered)". Modern Warfare Remastered is a digital download that is only provided with the Infinite Warfare special editions, and not the base Infinite Warfare game which costs $59.99 - it's not sold online, and it looks like Activision won't be doing that for the forseeable future.
If you were hoping to pick up a copy of Gears of War 4 and start playing it right away, think again: the physical copies will require an 11GB day one patch.
However, the digital copies won't require the 11GB update as the updated version of the game will be the one you play right away, instead of the finished physical retail copies - with developer The Coalition obviously doing some last minute tinkering to Gears of War 4 before release, which explains the 11GB day one patch.
Gears of War 4 will require 73GB of HDD space on the PC, while the Xbox One version of the game needs 54GB of HDD space.