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View Full Version : Ride [PC, Xbox 360, PS3, Xbox One, PS4]



Winjer
24-01-15, 10:37
http://static2.gamespot.com/uploads/original/1535/15354745/2751799-9751613620-27496.jpg

Estúdio: PQubeGames
Data de lançamento: 20 de Março de 2015
Plataformas: PC, Xbox 360, PS3, Xbox One, PS4
Site Oficial: http://www.pqube.co.uk/ride/


https://www.youtube.com/watch?v=JgY4RUfHeSw

Jorge-Vieira
26-03-15, 16:30
RIDE Dev: PlayStation 4 Favors Raw GPU Bandwidth, and Xbox One Relies More on Clever Use of eSRAM



With increasing support from Sony and Microsoft, and considerable amount of games from different developers that pile up to build a decent library, the eighth generation PlayStation 4 and Xbox One video game consoles are no more targeted majorly for the hardware that powers them. Both the consoles have a vastly similar architecture for graphics processing, according to the developer responsible for motorcycle racing game called RIDE, but for better outcome, each console requires to be treated separately knowing the differences.
http://cdn4.wccftech.com/wp-content/uploads/2015/03/6-635x357.jpg (http://cdn4.wccftech.com/wp-content/uploads/2015/03/6.jpg)
PS4 and Xbox One’s GPU Architectures Are Vastly Similar, Says RIDE Dev – “The Real Trick is Knowing the Differences”

Regular system updates for PlayStation 4 and SDK performance boosts for Xbox One have eventuated in much better end results from both the consoles, but that doesn’t mean that developers don’t have to tickle the hardware and find best applicable methods to optimize different types of video games. In an interview with Milestone S.r.l., an Italian video game developer responsible for RIDE video game, which comes as the developer’s first title for the Xbox One and third for the PlayStation 4, GamingBolt (http://gamingbolt.com/ride-developer-ps4-favors-raw-bandwidth-with-gpu-xbox-one-depends-on-clever-use-of-esram) talked to the game’s director Andrea Basilio about the latest console’s graphics processing units. Expressing what he think about the differences between the GPUs of the PlayStation 4 and Xbox One, Basilio said:


“Without going in too much detail or touching aspects covered by NDA, I can tell that the two architectures are vastly similar, with the PS4 favoring raw bandwidth with the GPU and Xbox One relying more on the clever use of the eSRAM.”
Nevertheless, despite the similarities, it is not that easy to optimize a game using same technique for both the consoles. Basilio believes that for improving the performance, the real trick is to recognize the differences and use them to work out a solution that would lead towards an overall optimized content. At one stage, RIDE was running at 1080p on the PlayStation 4, but only at 900p on the Xbox One, however, a little help from Microsoft and the development team’s efforts have resulted in the game’s native 1080p resolution on both consoles. Basilio said:
“But this is all hardware gossip, let me say, real world games may or not encounter bottlenecks on both machines in different areas. The real trick is knowing the differences and not basing the whole result on a strong point that might be missing on other platforms. Our PS4 and Xbox One versions are almost identical at a healthy frame rate, that’s quite a result in a world of upscaled or letterboxed games.”

While some hardware hungry major triple A video games are still difficult to optimize at native 1080p resolution on the hardware that the PlayStation 4 and Xbox One rocks, the gap between both the consoles is shortening, thanks to Microsoft regularly updating Xbox One SDK. RIDE is due to launch this week on PC, PlayStation 4, PlayStation 3, Xbox One, and Xbox 360 in Europe.






Noticia:
http://wccftech.com/ride-playstation-4-gpu-bandwidth-xbox-esram/#ixzz3VVg1i7dp

Jorge-Vieira
02-04-15, 14:04
Ride Developer – DX12 Will Bring Slight Boosts for Xbox One But Major Boosts for PC

The developers of Ride, Milestone, have a long history in game development. In an interview with GamingBolt (http://gamingbolt.com/ride-dev-dx12-will-bring-in-slight-benefit-for-xbox-one-current-api-already-has-some-dx12-features), they share their thoughts on DX12 and the benefits it will bring to both the PC and the Xbox One.
http://cdn.wccftech.com/wp-content/uploads/2015/04/RIDE-635x357.jpg (http://cdn.wccftech.com/wp-content/uploads/2015/04/RIDE.jpg)

“We haven’t had the time to get deep into it yet, but there are some upcoming events we’re going to participate that will show some of the potential of it,” game’s director Andrea Basilio said to GamingBolt. “It should be noted that the custom DX11 API of Xbox One partly incorporate some future DX12 features already, and they’re mostly performance related.”
“So what we expect is a slight benefit for Xbox One, and some major performance boosts on PC hardware, making the overall development pipeline more similar and tighter.”
Andrea Romano believes that the performance increase to the Xbox One will only be slight, while on the PC there will be “some major performance boosts”. It is true that based on DX11 vs. DX12 tests the performance jump was immense on the PC. Even though the current DX11 API on the Xbox One incorporates some DX12 features, it is still not fully current-gen enabled. Full DX12 integration will offer substantial improvements.
Basilio mentions that there are some upcoming events that the developer will participate in, where DX12 implementation will likely be demonstrated. Lets hope that more information is shared and we get to witness the results.





E3 2015 will certainly be host to many DX12 projects both on the PC and the Xbox One and we will be able to see what developers can accomplish with the new API. Microsoft will have many surprise announcements during their press conference, with a large amount of DX12 projects.
We will bring you any news regarding DX12 on the pC and Xbox One, as well as any projects from Microsoft. Be sure to check out our previous coverage for more, here (http://wccftech.com/microsoft-idxbox-director-talks-windows-10-e3/) and here (http://wccftech.com/ride-playstation-4-gpu-bandwidth-xbox-esram/).







Noticia:
http://wccftech.com/ride-dev-dx12-bring-slight-boosts-xbox/#ixzz3WA1GQfDF

MAXLD
02-04-15, 17:05
Tendo em conta os jogos da Milestone, creio que os deverá ajudar mais na onda dos PC's de baixa-média gama. O que não é mau, tendo em conta a sua baixa fidelidade. Se há coisa que irrita é um jogo fraco correr mal como o raio em PC's básicos.

Sonas
20-09-15, 20:22
RIDE, que recentemente recebeu algumas novidades, tal como o Pplware aqui (http://pplware.sapo.pt/jogos/novos-conteudos-para-ride/) revelou, está onfire e as novidades não param.Nem passou ainda 1 mês sobre a disponibilização desses novos conteúdos e já foram lançados dois novos DLCs repletos de boas novas.
Desta vez são motos … muitas motos.
http://pplware.sapo.pt/wp-content/uploads/2015/09/Ride-720x405.jpg (http://pplware.sapo.pt/wp-content/uploads/2015/09/Ride.jpg)



Fonte: PPLWARE (http://pplware.sapo.pt/jogos/mais-poder-de-aceleracao-para-ride/)