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D3xter

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  1. a) VR does offer the best 3D around, it seems painfully obvious that you haven't tried any of the Oculus Rift prototypes yet. It's true stereoscopic vision with the scene being rendered twice from the perspective of your left and right eye and is probably one of the most "natural" ways to do 3D. He is wrong though, it's not "4K twice", it's 4K split in two. The first DevKit has a 1280x800 screen rendering 640x800 for each eye (minus the black space around your Field of View that your eyes won't be able to perceive through the lenses): http://i0.wp.com/www.roadtovr.com/wp-content/uploads/2013/07/crashland-oculus-rift-demo.jpg The second DevKit will have a 1920x1080 OLED panel and thus render 960x1080 for each eye and they've already announced that the consumer version coming out will have a higher resolution. Likely 2560x1440 which Samsung announced to be working on. Samsung, LG and Japan Display are going to release 1440p mobile phone screens throughout 2014: http://www.digitaltrends.com/mobile/smartphone-pixel-screen-tech-guide/ For the Rift that would be 1280x1440 for each eye. It is a little more complicated than that though, since rendering the same scene with all the vertices twice from to distinct point of view (even at a lower resolution for each) will still put quite a strain on GPUs and it's not as simple as having a 1440p screen split in two. There's ways to lower the rendering requirements, for instance by using the depth buffer to "fake 3D", but the results will be ****tier than rendering out twice: http://www.vorpx.com/more-headtracking-z-buffer-vs-geometry-3d/ b) The 1080p DK2 has already been unveiled at the last GDC and is to ship in July, the final product with (likely a 1440p screen) is most likely to show Q4 2014 or Q1 2015. Of course, these were the plans before ****ing Facebook bought the company for $2 billion... http://www.engadget.com/2014/03/25/facebook-oculus-vr-2-billion/ VR is going to come really fast, I think he is a little optimistic with 2 years, since the consumer version of the Rift is just about to hit a year from now, but in 4-5 years it'll be largely established. Don't forget Sony is also doing VR: http://www.engadget.com/2014/03/18/playstation-virtual-reality/ and there will be many more big players after that buyout. The wonderful thing about it is that it just takes experiencing it to make one a believer and the naysayers won't have much to stand on once it hits mass market. It doesn't make any sense to talk about VR in the case of Project: Eternity though, since whoever does so probably doesn't understand what "Pre-Rendered" means. You could render something like Diablo III or Torchlight II for VR and make the player look from above like they've demonstrated for instance for "Couch Knights": but a Pre-Rendered background is a still image that wouldn't change at all when someone changes perspective/looks around to the left or right or leans back or forward etc. It's impossible to do something like that in VR if you don't do it as a gimmick like the devs of "City Quest": And the next generation of graphics cards will be able to render 4K just fine, the current one already manages for the largest amount of games but the very resource hungry ones: http://www.eurogamer.net/articles/digitalfoundry-nvidia-geforce-gtx-780-ti-review c) His claim wasn't exactly a lie it was just imprecise, unfortunately not much has changed in the past few years requiring a upgrade to CPU, Mainboard or RAM. To a large part probably due to the popularity of gaming consoles. Can only hope that Intel reverses course posthaste like they've said: http://techreport.com/review/26189/intel-to-renew-commitment-to-desktop-pcs-with-a-slew-of-new-cpus The China-made 4K monitors I was talking about have finally arrived by the way, they're all sporting the same TN panel though with different features and backlights. The ones announced and some purchaseable so far: Samsung UD590 $699 @60Hz: http://www.pcworld.com/article/2137477/samsung-lowballs-the-4k-competition-with-700-display.html Lenovo Thinkvision Pro2840m $799 @60Hz: http://www.cnet.com/products/lenovo-thinkvision-pro2840m-4k-display/ Dell P2815Q $699 @30Hz: http://www.forbes.com/sites/jasonevangelho/2014/01/07/dell-wasnt-joking-about-that-28-inch-sub-1000-4k-monitor-its-only-699/ Asus PB287Q $799 @60Hz: http://www.engadget.com/2014/01/06/asus-28-inch-4k-display/ Philips 288P6 $1199: http://www.digitalavmagazine.com/en/2014/01/10/Philips-288p6-monitor-at-ces-2014-ultraclear-panel-28-4-k/ The sad thing about all of this is that since Project: Eternity is still about a year away at best, it'll only take another 1-2 years after release till the rendering resolution will be considered "old" and "insufficient".
  2. Dell to introduce sub-$1000 4K monitors (28"): http://www.engadget.com/2013/12/02/dell-ultrasharp-4k-monitors/ http://www.pcgamer.com/2013/12/05/dell-introduces-1000-4k-monitor-a-step-towards-affordable-ultra-res-screens/ They also have a 24" 4K monitor for $1400 out now, but they expect the 28" to be considerably cheaper since it will be using a TN panel produced (as expected) in China. A lot of high-end notebooks between 13"-15" are also launching with a resolution of 3200x1800 (they call WQHD+ and might just be poised to become the new 1366x768 Laptop resolution in UHD times): HP ZBook 15": http://www.engadget.com/2013/09/10/hp-zbook-mobile-workstations/ HP Envy TouchSmart 14" Ultrabook: http://www.engadget.com/2013/05/23/hp-refreshes-laptops-for-back-to-school/ Dell Precision M3800 15": http://www.engadget.com/2013/07/25/dell-officially-unveils-precision-m3800-workstation-at-siggraph/ Samsung ATIV Book 9 Plus 13": http://www.engadget.com/2013/08/07/samsung-ativ-book-9-1400-august-9/ Fujitsu UH90 15": http://www.engadget.com/2013/06/05/fujitsu-intros-lifebook-uh90-ultrabook/ Fujitsu U904 14": http://www.fujitsu.com/fts/products/computing/pc/notebooks-tablets/superior/lifebook-u904/index.html Lenovo Thinkpad Slim 9 13": http://www.hardwareluxx.com/index.php/news/hardware/notebooks/27994-lenovo-ultrathin-thinkpad-slim-9-leaked.html Lenovo YOGA 2 Pro 13": http://www.engadget.com/2013/09/05/lenovo-yoga-2-pro-hands-on/ Most of the panels are produced by SHARP: http://www.tomshardware.com/news/Sharp-Displays-IGZO-LCD-Technology-Production,22623.html SHARP will also begin delivering 15.6" 4K panels in early 2014, which will likely find their place in new Apple Macbook Pro products: http://www.tomshardware.com/news/4k-uhd-sharp-igzo-apple,24459.html Samsung is also even looking at producing 4K phones till 2015: http://www.phonearena.com/news/Samsung-details-plans-for-4K-phones-own-64-bit-processor-for-2014-15_id49101
  3. They had clarified their position in at least half a dozen of interviews that people posted right after you made your thread already. And you do know that there are various differences between the DA:O PC and console version, even despite specifically being developed as a Multiplatform title after EA acquired BioWare? - For instance, there was no zooming out Option on the consoles to get an overview of the Battlefield: - On PC Friendly Fire is on at anything above Easy, on console it is disabled on anything but Hard and there set at only 50% - During boss battles on the console version there are less enemies and they are easier to defeat - In the PC version you can control the entire party or choose 2-3 characters on their own using hotkeys or the mouse for selection instead of having to switch through the entire team and being able to control only one at once. - The PC version has a different and more intuitive User Interface similar to most modern MMOs with a Skill bar and a Toolbar at the top of the screen etc. instead of Radial Menus. Also you can use Shortcuts on the Keyboard - The console version also has a few puzzle sequences, which have been dumbed down or cut out completely. Please do go ahead and make a great Controller Mod for Baldur's Gate/Icewind Dale or similar and show how you'd make it possible. When people actually see this succeed in an acceptable manner in at least a single game that doesn't involve JRPG-typical paused combat at every turn they might actually change their opinions on it not working. A tactical party-based RPG also isn't a single char ARPG.
  4. It's not that we don't think it could work; Yes, you did an absolutely amazing job integrating Dungeon Siege 3 to be played with a Controller. And that wasn't even a tactically inspired party RPG and main platform were consoles.
  5. Typical answer from a developer trying to appeal to the keyboard & mouse elitists, despite the fact the one of the strengths of the PC is its ability to have multiple playing styles (K&M, Razor Naga, Controller). I wish you understand that while we like playing with a keyboard and mouse, sometimes we like to play our PC games on the couch in front of a TV as well. I know people say it "doesn't work", but I've played many console strategy games and SRPGs from the SNES and up that control like the infinity engine games, and they worked perfectly. Nevertheless, if the developers don't add controller support, I think I will as a mod. Considering I work for an Indie development studio that has extensive knowledge in Unity and C#, it shouldn't be that hard. You can't play a game like this on a Controller, since you have to quickly switch between different party members and give them different orders, but certain types of games that have already come up aren't really "compatible" with it. FPS as is already barely are and use things like lock-on mechanisms to make this better. The biggest problem is the constant, non-accelerated movement speed of analogue sticks and the lack of fine movements: http://gradworks.umi.com/14/67/1467132.html http://www.abload.de/img/mouse-accuracy3xrzn.png I also like to play games from the couch with a X360/XInput Controller and even use it to browse the Web sometimes due to Xpadder Keybindings. I also have other peripherals like a driving wheel, WiiMote, Joystick and fight stick. But in comparison to you I very much recognize that there are specific games which work very well with specific Inputs and not very well with others. Games like "Halo Wars" have for instance also shown how "well" RTS work on consoles. Even if you try to "mod" it, you will fail. There is a reason why developers like BioWare and CDProjekt have transitioned from a strategic top-down view with multiple party-members and various combat options to 3rd person solo Hack&Slash while their franchises have gradually transitioned over to console, it's because it plays better with a Controller... this game isn't supposed to be like that: http://www.youtube.com/watch?v=98Y1IAY-TYk Your best bet would be likely waiting for this and seeing how well it might (or might not) work:
  6. HDMI 2.0 has finally officially been revealed in time for IFA 2013: http://www.engadget.com/2013/09/04/hdmi-2-0-official-4k-60fps-32-channel-audio/ Many other hardware manufacturers were ready with showings of new 4K TVs and higher resolution PC hardware: http://recombu.com/digital/news/4k--ifa-2013-samsung-sony-lg-panasonic-philips-and-toshiba-show-off_M12097.html http://www.pcadvisor.co.uk/new-product/tablets/3466930/panasonic-4k-tablet-specs-release-date/ Cool commercial.
  7. Here we go again, another Chinese company (TLC) is offering a 50" 4K TV for $999: http://www.engadget.com/2013/07/25/tcl-4k-50-inch-999/ Seiki is also launching a 39" 4K TV at $699: http://www.engadget.com/2013/06/25/seiki-launches-39-inch-4k-tv-for-699/ and are expecting a 65" model by Fall. According to this: (about 11 minutes in)the panel of the TV can apparently also manage up to 120Hz @ 4K, but the electronics board (and obviously the connection used) can't manage it. I hope they'll also enter the PC/computer monitor market with a few models later this year, but the moment when a lot of new models will sprout is likely at the end of the year when HDMI 2.0 is finally out and can be used for the upcoming 4K TVs and monitors: http://www.audioholics.com/education/display-formats-technology/hdmi-2.0-specification
  8. Like it or not, higher resolution displays are coming and so far they are pretty much on timetable with what they've previously said: http://www.tomshardware.com/news/Intel-Higher-Resolution-Displays-Coming,15329.html Though I am rather sure that you are right and these Intel Haswell chipsets aren't meant for gaming at that resolution (who plays big gaming titles on a 13" laptop anyway?). A lot of tech blogs did get that wrong, what Intel was advertising is 4K video playback and encoding e.g. this one got it right: http://www.pcworld.com/article/2037038/intels-haswell-gets-massive-graphics-performance-boost.html At the moment even High end graphics cards like the HD 7970, GTX 680 or GTX TITAN struggle keeping up with some of the most graphics intensive games at 4K (only some Dual-GPU cards like the HD 7990 or GTX 690 seem somewhat up to the task). PC Perspective ran benchmarks for Battlefield 3, Crysis 3, DiRT 3, Far Cry 3, Skyrim and Sleeping Dogs at 4K: http://www.pcper.com/reviews/Graphics-Cards/Frame-Rating-High-End-GPUs-Benchmarked-4K-Resolutions I’m personally going to upgrade to the upcoming GTX 770 or 780 Kepler refresh cards soon that are rolling out over the next few weeks: http://wccftech.com/nvidia-geforce-gtx-770-performance-unveiled-10-faster-radeon-hd-7970-ghz/ But NVIDIAs upcoming Maxwell chip architecture in 2014 will likely start running even these games acceptably at 4K and market that heavily: Ironically graphics-unintensive games like Project: Eternity would be a great showcase for 4K, since being largely Pre-Rendered and all they wouldn't require that much power and would likely even run on the aforementioned Intel chipsets fine and realistically I'm not counting on it coming out before 2015 anyway.
  9. Not sure if you are being sarcastic (probably, I hope so), but taking a jpg and upscaling it would totally add detail as opposed to rendering it out at a higher resolution from the finished 3D models they are going to use for the scenes. xD
  10. Now you're being deliberately misleading for the sake of the argument. If it was 4x more data (ignoring compressibility/sameness, black areas or anything like that which would likely decrease that factor) and it would "be pushing 1TB" (on the consumer side of things), then your game at Release as it stands right now would be at least 250GB, likely above that, correct? And that only using hypothetical 1920x1080 renders and not the 2560x1440 ones (which I assumed were already announced as the upper limit?) It could *only* possibly have 4x more data than the finished game as it is meant to come out now at the most, since it is only 4x the resolution. Further, none of the games previously discussed have textures specifically made with 4K displays in mind for that matter (nor do the games tested on 4K displays I mentioned in the other thread like Tomb Raider, Battlefield 3 or Bioshock: Infinite), but especially not RAGE, which was suffering from id's Megatexture tech and was lacking almost all detail at close range: http://cloud.steampowered.com/ugc/559795813595399061/F1958D8B82E7B677F77127D078EBFDE564A0E038/ This doesn't change the fact that all of these games will likely look a lot better and sharper at higher resolutions, aside from washed-out textures. Nobody was asking to create the entire game at 4x the required detail for all assets involved, just if there could be a 4K upper limit render with the correct size proportions to the lower two (1280x720, 2560x1440 last I've heard) that will coincidentally make all the vector-based 3D geometry be sharper for the people with the required displays instead of either blurry zoomed things or 4x the size of a 1920x1080 screen and thus tiny. It's further also highly unlikely that the highest upper limit for all asset detail, including models and textures before compressing them down to an arbitrary highest resolution will somehow exactly have a cutoff of visible detail at exactly 1080p, especially since you don't have to optimize the scenes and 3D geometry for real time rendering and can make them without fastidiously counting polys. I remember all the theorizing about Dark Souls being made for 1024x720 since the consoles couldn't display more, and there couldn't possibly be any improvements on an increased rendering resolution, after all it was "meant" to be played that way. I even remember some developers arguing this at great lengths and effort: http://www.bluh.org/dark-souls-pc-controversy-an-analysis/ Well, it turned out this wasn't exactly true: http://imgc.rauch.co.uk/1110 http://imgc.rauch.co.uk/1111 One would think you would probably want people to see your work at its best, and not compressed down to whatever "industry standard" most people seem to employ at the moment. Even very simplistic games with textures meant for 640x470/800x600 or thereabouts at the time they came out rendered out at higher res look significantly better since they don't have to rely on interpolating non-existent pixels for larger res screens. Take for instance System Shock 2: http://abload.de/img/shock22013-04-2705-12dpf94.png (640x480 @ 1600x1200) http://abload.de/img/shock22013-04-2705-12qef87.png (1280x800 @ 1920x1200) http://abload.de/img/shock22013-04-2705-124wfbf.png (1920x1200) And physical distribution is actually disadvantageous to size limitations, since games have to fit on discs of specific sizes and suffer from overt compression that comes with that, by the involved costs of having multiple discs on Retail releases: http://www.shacknews.com/article/53976/rage-will-look-worse-on I don't know of any imposed size limitations by Steam for games/Patches or any Extra Content/"DLC" that Higher Res Renders could come as (Other games like Sleeping Dogs or Skyrim also come with completely Optional High Res Texture Packs and similar that every customer can decide if they want to install or not: http://store.steampowered.com/app/202181/ http://store.steampowered.com/app/202485/ ). I even remember some games like Witcher 2 having ~11GB Patches till Steam streamlined their Content Delivery System to Update just differing pieces of single files: http://forums.steampowered.com/forums/showthread.php?t=2655049
  11. Just keep in mind that in as short as 5 years time this won't sound as ridiculous as it might to you now, even in an uncompressed state and depending on what kind of compression you are using (lossless, lossy and what is the ratio?) might not even right now. Baldur's Gate came on 6 discs at the time and was also kind of lonely in that at the point in time. Many 3D games like Max Payne 3 or RAGE have already arrived at being 25-30GB+ and both consoles will transition to Dual-Layer Blu-Rays and the possibility of multiple of those for a single game exists. Personally I'd even download 100GB of Optional texture data easy and was hoping Carmack would provide as he promised, but he didn't: http://www.rockpapershotgun.com/2011/08/06/id-tech-carmacks-keynote-in-full/ Hell I'd even pay extra for it. At the very least, just make sure that you don't "lose": http://www.gamasutra.com/view/feature/190432/postmortem_overhaul_games_.php?page=4 that original model/source data, artwork and everything and there might be the possibility for something like this in the future, since if you keep your promises the game might just very much still sell pretty well in 10-13 years time and might very well require that extra "touch" by then: http://www.gog.com/catalogue (order by bestselling)
  12. Well obviously it's a TV, it's also marketed as a TV and isn't meant as a monitor per se, I was just saying they were testing it with games, since gaming provides some of the largest amount of content out there for higher resolution displays aside from the available test clips, a bunch of YouTube videos and some test broadcasts right now. I'm also using a TV as a computer monitor from time to time to play games on with a Controller (latest being Tomb Raider and Brütal Legend) so I wouldn't presume too much, but not for Keyboard&Mouse games like Project Eternity is obviously going to be. UHD content is at about the stage normal HD content was at in ~2004/2005 with lots of Demos and stuff and TVs being shown off and the first few movies being released. The difference this time around is that the PC monitor market seems to be behind the curve, while the mobile sector is a mile ahead and I believe there'll be a quicker adoption/transition to the new standards over time. And it is only 30Hz for 3840x2160 because it is a first barebones model designed to be as cheap as possible and HDMI 1.4 isn't specified for that kind of bandwidth, not for any sort of inherent hardware limitation by the TV. HDMI 2.0 should allow for 60Hz and will be standard in other models by the end of this year: http://en.wikipedia.org/wiki/HDMI#Version_2.0 Other solutions in the meantime that some of the more expensive displays are using involve DisplayPort 1.2: http://en.wikipedia.org/wiki/DisplayPort#1.2 http://www.techspot.com/news/51519-vesa-updates-displayport-dual-mode-pushes-4k-uhd-over-hdmi.html You'd be surprised. Additional PC monitors like the already mentioned SHARP and several ViewSonic models will be coming out throughout 2013 with the possibility of Dual-Link DVI or DisplayPort 1.2: http://www.brightsideofnews.com/news/2013/3/4/the-state-of-4k-and-4k-gaming-early-2013.aspx but they would obviously still cost quite a sum and are only meant for the high-end market. I was just theorizing about the possibility of PC monitors from Chinese manufacturers like Seiki using 4K coming out later this year at competitive pricing of possibly ~$500-600, pushing for even earlier market adoption in the middle and low-class sectors not only for TVs, but PC monitors too. Growing content distribution methods, some already available and more launching later this year and early 2014, especially the PS4 and the first official broadcasts will provide for increased demand. http://www.theverge.com/2013/1/7/3848924/sony-launching-4k-video-distribution-service http://www.theverge.com/2013/2/28/4040932/sony-4k-movie-service-will-work-with-ps4-require-100gb-plus-downloads http://www.gizmag.com/red-odemax-4k-distribution-network-redray/25267/ http://www.reuters.com/article/2013/01/27/us-japan-hdtv-idUSBRE90Q02520130127 They'll likely come along with the increasing Implementations of H.265/HEVC for video: http://en.wikipedia.org/wiki/High_Efficiency_Video_Coding#Implementations which is supposed to improve Image Quality and about double the compression ratio in comparison with H.264/AVC and replace it within the next few years.
  13. First affordable UHD/4K display at 50" being sold for between $1200-$1500: http://hdguru.com/first-look-at-the-seiki-se50uy04-affordable-ultra-hdtv/ One of the first tests of the display by PC Perspective is done using games like Battlefield 3, Crysis 3, Skyrim and Tomb Raider which can already render at that resolution: http://www.amazon.com/Seiki-Digital-SE50UY04-50-Inch-120Hz/dp/B00BXF7I9M/ http://www.tigerdirect.com/applications/SearchTools/item-details.asp?EdpNo=7674736 If the Chinese are going to also get into the PC monitor market this aggressively with even lower prices, a mass market push for higher resolution might happen even earlier than I thought.
  14. Not to be rude, but people who believe that gaming companies should design their video games based on what-if considerations for 10-12 years in the future give me a great laugh. It would be great if they could manage the considerations around the time of release or shortly after. xD Most 3D games scale up infinitely at that and are only constrained by low-resolution textures and low-poly assets, but for instance System Shock 2 made in 1999 still played fine a year or so ago when I did a playthrough @ 1920x1200 since they render real-time, plays even better with some of the High Resolution Texture Mods and it's gotten a new Patch just like two months ago: http://www.rockpapershotgun.com/2012/09/26/hooray-system-shock-2-thief-2-get-usability-patches/. "2D" pre-rendered games are a special consideration, since they will age proportionally to the display technology and Icewind Dale for instance, made a year later is rather painful to play nowadays without Mods due to that reason. If they're ever to be "updated" and made playable afterwards it's only possible from the production side.
  15. Steam Stats don't mean much if there's the weight of entire industries behind it (which seems very likely right now, after more than 10 years of barely any progress on that front they seem to be finally ready to move on - and people still got these "ancient resolutions" because that's what Netbooks or small Notebooks you can buy are still running today, which is also about to change), notice how for instance the amount of DX11 capable cards nearly doubled the last year on those "Steam Stats" because they basically don't sell older models anymore. That is very likely to happen with monitors within the next 3-5 years. That's why I find it hilarious when people make plans to "buy 2560x1440 in 2015". Just look at HDTV adoption trends, between 2005-2007 barely anyone had one, with Blu-Ray only becoming a market throughout 2007 and in 2012 it tops off 75% of the TVs in the US. 4K will be a "thing" across the board with TVs (now even with Samsung and LG on board, putting their plans for OLED displays on the backburner because of low yields: http://www.hdtvtest....01212182469.htm ), movies, the upcoming consoles for select titles and PCs in the two-three upcoming years starting with 2013. And all I'm saying is that provided Obsidian manages to deliver a good game it will run into the same kind of problems all older Infinity Engine games run into nowadays and early in development would always be the best way to address something like that if at all possible. But they've already said no, so that's that. xD I'm sure 10-12 years from now when someone might try making an "Enhanced Edition" of it for displays running at 7680×4320, provided it's worth it, these kind of threads would be a great laugh.
  16. I think he explained it pretty clearly now, there's a few different situations: Situation 1 - Low Resolution) Netbook or similar @ 1280x720, 1366x768 will use the low-res art assets rendered at 720p and downscale/upscale to fit Situation 2 - Low Resolution with Different Aspect Ratio) Netbooks or similar @ 1280x800, 1280x1024, 1024x768 will use the 720p art assets but display additional pixels around the edges from the overall map respective the changed AR (you will see more of the screen) Situation 3 - High Resolution) Assuming 1920x1080, 2560x1440 and similar will display the high-res art assets rendered at 1440p and downscale/upscale to fit Situation 4 - High Resolution with Different Aspect Ratio) 1680x1050, 1920x1200, 2560x1600 will use the 1440p art assets but display additional pixels from the overall map respective the changed AR (you will see more of the screen with for instance 120 more pixels added to the height for 1920x1200) Situation 5 - Slightly Higher Resolution) e.g. 2880x1800 and similar will "zoom out" the image and render natively with additional pixels from the overall map added (you will be able to see more of the screen at once than someone playing at 2560x1600 by an additional 320x200 pixels added to height/width) Situation 6 - "Ultra" High Resolution) e.g. 3840x2160 and above will upscale the 1440p renders instead of showing that much more of the map (e.g. they won't add additional 1280x720 pixels to width/height as that'll lead to ant-ization). Further he said that he doesn't believe adding any more detail than 1440p would be "beneficial" for these type of screens. Edit: I might be wrong about some of this though, as the image provided: http://media.obsidia...resolutions.jpg indicates 1920x1080/1600x900 etc. down to 1366x768 just showing increasingly less of the full 2560x1440 render @ native resolution instead of downsampling the entire screen to fit and would still lead to some people seeing 2x-4x the amount of image that others might, which seems odd/peculiar as that would change the nature of certain encounters and/or designs. I just think they're making a mistake since the big manufacturers are moving ahead fast on a 4K future as I've stated here: http://forums.obsidi...er-resolutions/ and it might become a problem sooner than they think. I'm just saying, look out for 16~17" Laptops with a 3840x2160 screen being introduced into the higher end market segments at CES in but 3 weeks and more and more monitors like this 4K one @ 32" being brought to market and getting affordable (even in the lower price segments) and replacing the standard resolutions of today soon: http://www.engadget....zo-lcd-monitor/
  17. Except that if everything goes according to plan they would have discarded most low-resolution displays by then. In 2013 they want to introduce ~4K to the High End market segment, in 2014 to the "Middle Class" and by 2015/2016 there should barely be any screens on the market at a normal monitor size that will sell below 4K, only old ones that haven't been replaced yet. They've been sitting on the sidelines on higher resolutions (being ambivalent to them) for a long while, but now they really want to do a "push" for that, since manufacturers also expect to increase their sales as people adopt the new standards. Except you are still not making much sense, "Honestly, looking at resolution really doesn't make much sense. DPI/PPI is what matters.". Seriously? Again "DPI" doesn't exist as a thing with monitors and resolution is absolutely what matters xD Downscaling the 2560x1440 art set for lower resolutions will always produce acceptable, if not even better results. Here for instance are examples of using it on 3D games that leads to a clearer/better image and significantly less aliasing artifacts even on lower resolution screens leading to a better IQ: http://forums.anandt...d.php?t=2252699 http://www.pcgamesha...r-29551-817462/ http://forums.guru3d...ad.php?t=346325 That's probably why they will use 2560x1440 to scale down to 1920x1080, 1650x1050 and similar and will use the 720p art sets for 1280x720 and everything below, possibly aswell for Netbooks and similar using 1366 x 768. What they have announced is that they will have a mode to allow for upscaling the 2560x1440 artsets to future resolutions "into space" as he put it, but upscaling will always blur the image and make it look worse on higher resolution screens, since there ain't enough pixel data to put together a proper (detailed) representation of the high resolution image due to lack of detail. If anything there's only Interpolation filters that help (or make it even worse) depending on how you look at it. Regarding the UI, they will likely work with something like relative positionining that will allow it to display properly on even different Aspect Ratio screens with more or less Pixel Data displayed than the intended medium.
  18. Well, I believe differently since most manufacturers are gearing up to "Hype Mode" as if it's the "next thing" and starting to really push for it. By this time next year we will likely see some affordable models and people buying (Higher End) Laptops won't be able to avoid such for long either At the point Project: Eternity will come out (if we're realistic some time in late 2014 or even into 2015) I'm pretty sure that kind of resolution won't be seen as such a rarity anymore
  19. I guess we got a definitive confirmation/answer on this (1280x720 render for low-res screens and 2560x1440 for high-res screens): http://www.kickstarter.com/projects/obsidian/project-eternity/posts/371907 And while I'm somewhat disappointed and was hoping for 4K on the high side I guess it's understandable. It's just so damned sad with the "4K revolution" finally in full swing. For TVs they finally decided in a "marketing term": http://www.engadget.com/2012/10/20/cea-officially-brands-4k-as-ultra-hd-gets-ready-for-a-flood-of/?m=false SONY is releasing its first 10 movies in 4K along with their new TV: http://blog.sony.com/sony-4k-tv-content And on the PC side we'll soon see such wonderous things as 16~17" Laptops with a 3840x2160 screen at CES in but 3 weeks and other display vendors starting to sell monitors at similar resolutions very soon: http://www.engadget.com/2012/11/27/sharp-pn-k321-4k-igzo-lcd-monitor/ This was a nice program on 4K/8K and the future: http://news.bbc.co.uk/2/hi/programmes/click_online/9774380.stm
  20. Just a few more changes to the face and a slight stubble beard and it'll look like Arthas:
  21. There is no way for "real-time" dynamic shadows to exist in this sort of game, the shadows will be done during the rendering process of the background images (while it is still 3D), as we've already been shown: http://media.obsidian.net/eternity/media/updates/0025/PE-TempleEntrance-ProcessStack-1340.jpg It will end up as a bitmap/image with shadows already baked in. Only elements that can (and will likely) have changing real-time shadows will be 3D objects in the scene like characters and monsters, the effort for doing that should be minimal. Just placing some light sources and having the engine render it in an acceptable way.
  22. I want sexuality to be a theme in the game and some characters to certainly look it. It IS a part of our world and where you find slavery and the likes you will find prostitution and worse. I DON'T want "romances" or "sex scenes" initiated with said romances that the Player Character can "work up to" since they usually end up cringeworthy at best, thus this Poll is broken, since it assumes if someone agrees with sexual content being part of the game he automatically wants "sex scenes" or "conquering" of characters and displaying cards of the spoils and similar.
  23. Was just about to say the same thing, you're not targeting the "basic consumer" like console games do, but PC gamers, and specifically ones that also read things like Gaming News or participate in enthusiast Websites regarding RPGs and/or PC Gaming and would take part in KickStarter. There's enough Xbox games targeting "the average consumer", this project wasn't meant for them. Also, it's for that reason that I added future-proofing of the game (and this WILL be a problem, just as it is now with the likes of Baldur's Gate or Icewind Dale, I think we even saw hilarity ensue when Adam Brennecke tried playing Icewind Dale), since while it is true that even by 2015 not many will have anything that they could play this one, 4K resolution devices, monitors and TVs ARE coming, even though some of them are still as expensive as a car. Here's an Overview of already existing or upcoming hardware that will support 4K resolutions: http://en.wikipedia...._and_projectors Also, please stop calling it "Retina". xD Here are numbers for HDTV spread in the US btw.: http://www.broadcast..._Have_HDTVs.php And let's hope that Windows 8 sets no other trends than people migrating to Linux or them just not upgrading and Microsoft failing. Will you stop obsessing about whatever you are calling "DPI-scaling", this is almost entirely a non-issue with any type of games (it isn't web design and doesn't have anything to do with rendering webpages and readable text, games are rendered to specific resolutions) and Project: Eternity isn't meant to be played on tablet or mobile phone devices, and even if it would a 1080p resolution on a 9" display is already ~245 PPI. If the resolution stays constant, the smaller the display is, the more pixels you are going to have per inch, and the larger a screen gets, the larger the pixels become. Assuming Project: Eternity is neither going to be played on tablet screens, nor TVs, the likely range will be somewhere between 15" and 30". On a 15" display with a resolution of 3840x2160 (4K) you'd already have ~295 PPI, at 30" with the same resolution it's only ~145 PPI. They'd just need to make sure to do their assets at the highest quality required or feasible and be able to scale them down correctly independently of any "PPI-quotient" based on resolutions, so that they play in a very similar screen "segment" (e.g. the ratio doesn't change from seeing only small parts of the environment on small screens and seeing 4x that on larger ones), depending on what resolution people use. They will need to solve this problem anyway one way or another, in the times of Baldur's Gate and Icewind Dale almost everyone was using 640x480 or 800x600, but times have changed and customary resolutions range from 1024x768 (5% according to Steam) to 2560x1440 (only around 1%) with most people sticking at 1920x1080 (28%), 1366 x 768 (19%) and 1680 x 1050 (10%). http://store.steampowered.com/hwsurvey Also as Kuroneko said, Intel is already planning a push for 2013 and beyond: http://www.techpower...ve-in-2013.html http://www.tomshardware.com/news/Intel-Higher-Resolution-Displays-Coming,15329.html
  24. No, no they didn't, just like they didn't "invent" smartphones, tablets, MP3 players, multitouch or any number of things that they are being lauded for and makes people that say that look hilarious. They just take something that has existed for half a decade, make it all shiny, triple the price, put their Logo on it and sell it like it's the newest gospel... http://www-03.ibm.com/press/us/en/pressrelease/1180.wss http://en.wikipedia.org/wiki/4K_resolution#List_of_4K_monitors_and_projectors <-- see Apple anywhere on there?
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