Microsoft's DirectX 12 appears to be the next generation PC gaming graphical API of choice- which makes sense, given the ubiquity of Windows when it comes to PC gaming, and DirectX's deep integration with Windows.
A handful of small redesigns and a pair of back buttons make Nintendo’s Pro Controller for Switch 2 a worthy upgrade.
I love this controller. Feels so nice in the hand. Plus the battery lasts for days, it's crazy.
$100 ?????????????????????????????? ??????????????????????????????? ???????????????
The thing is, over the past decade, third-party controllers have really stepped up. You can often get better quality, more durability, and stronger performance for half the price of first-party options. Meanwhile, controllers from Nintendo, Sony, and Microsoft have become increasingly mediocre, expensive, fragile, and not particularly impressive across the board. What makes this especially noticeable with Nintendo is that they’re surprisingly open to third-party hardware. That openness ends up highlighting just how much better the alternatives are.
Techland wants to switch to a shorter development cycle of three to four year at the most for its games, starting with Dying Light: The Beast.
Very good dev length for a AAA/AA game I'd say. Companies need to set an aim for this range. 1-2 is too little, I believe 3-4 is perfect. Any more is too much. Games don't need to be these gigantic games full of a crazy amount of content. Just make a good game.
Legendary gaming auteur Hideo Kojima heaped praise on Clair Obscur: Expedition 33, calling it “ideal” for one significant reason.
Greatness knows greatness. Simple as that. Expedition 33 is a masterpiece, built with a smaller team and with a smaller budget, blowing ubisoft out of the water. It doesn't matter how many devs you have and how much money you throw at it, great studios like Sandfall Interactive will always overcome you.
Ideal are you opinions being vacant from any discussion that is not about your own cringy universe Hideo.
The master of Vanity Tech Demos is here to tell us what a good game is. ooooh kay. It's pretty dang obvious without your 2 cents desperately needing relevance. This is just like his GTA grovel a while back. Yuck.
Wait, so this guy uses Windows 7 PC's DX12 incompatibility as an excuse to complain about it? Win10 is a free upgrade even for people running hacked versions of Windows. Also, we already know that coding for XB1 is not the same as coding for PC, otherwise I would be able to play PC games on my XB1. The DX12 API does make it significantly easier to port games over using Vulkan though. This guy clearly has a bias towards Vulkan, which is fine, but making up paper thin excuses why DX12 is no good is just silly.
But (for most in this company) id software has mostly been pro OpenGL, it's only natural that Vulkan would be there preferred API..
ID Software have always been against Direct X & Microsoft as a foundation & they've always been the front runner in OpenGL. Competition wise they've been a savour to the industry as a whole but whether it still good enough is questionable at this stage.
At least they're still trying to fight for something they believe in though.
According to my limited knowledge of this, Vulkan has more potential 'power' than DX12, but DX12 is easier to work with. And that sometimes results in DX12 performing better than Vulkan, because not everyone does a good job at using Vulkan (or can afford to do a good job at it). Vulkan takes more time and has more pitfalls/risks than DX12 for inexperienced devs. It requires more manual threading/memory management, which is why it also has the potential to be more powerful. It's a bit like comparing C++ to C#
The good news is that industry heavyweights like Epic, Valve and Unity will all do a proper integration of Vulkan into their game engines in the near future, so a lot of people will be able to benefit from it, regardless of their skill level. We'll even be able to make proper Vulkan vs DX12 comparisons by making test projects in Unity for example and switching between the two APIs
Overall, I side with Vulkan in all this. Proprietary, limited-platform things suck in general. That's why Valve, Epic and ID Software are all pushing for Vulkan's success
DX12 has never been better then Vulkan or any openGL distro. DX12 is more user friendly in some aspects but I've always found vulkan to be a little more sweat for a lot more optomization, Maybe 10 to 15 years ago opengl was hard but now a days it's way more user friendly, The greatest part about it is if studios want to try to leverage or make their own tools with it, they can to leverage the system. Just remember that most playstation first party games use a form of opengl, some of the best looking games ever made for their time
The weird part about this site I find is.. most people don't actually understand what an API is or does and they just use marketing speak to explain why one is better then the other.. You really need to do some research to get a better understanding of what an api does to understand that it's more of an IO/Controller and interpreter than bringing more power. More optimization giving iterations of the tools for sure making room to use more resources for the engine but never more raw power, and api cannot provide more power, Hardware has it's limits and those limits determine the raw performance, Api interactions can only be used to try to hardness more of the power the hardware offers but will never allow the hardware to enhance past its theoretical threshold.