sbelum ni aku pilot dalam heist stage terakhir tu.. tips nak elak dari kena tembak jet musuh, kena fly dekat2 dengan jet tu, nanti jadi macacm glitch, jet tu follow je tepi kita sebab dekat sangat.
pasal inmate dan warden tu aku tak tau camana.. 3 kali main heist tu sebelum ni tiga2 jadi pilot
baru bukak origin pagi ni. lol, baru perasan The Black Emporium dah release untuk Dragon Age : Inquisition.
This Black Emporium adds new stores, epic items and the ability to change your facial appearance!
that bold part is what im dying to wait for!!! memandangkan character yang aku design sendiri dulu tu bila lama2 tengok boleh jadi benci sebab janggut semua misplaced, rambut pulak panjang. pergh..hodoh syial
Last Edit: May 16, 2015 5:53:57 GMT 8 by encikpali
dlu aku tak active mana..sebab internet tak ok kang skrang dah duk umah sewa...line ok sket..ko dlu pangkat ape? btw ade sape2 yang main heroes of the storm tak?
demmmyuuu consoles... once again holding back pc...
because of them the witcher 3 kena downgrade in terms of graphic...
It seems The Witcher 3 graphics controversy never ends, and it is for good reason. Recently it has been quite apparent to a lot of people with footage showing up all over the web of newer PC build gameplay demos supposedly running on ULTRA on the PC (Poland preview event) which pales in comparison to the 2013 gameplay trailer. We contacted our insider who provided us information on The Division downgrade and apparent delay into 2016 months ago – who managed to connect us with someone in the know-how at CD Projekt RED last night to further explain the situation and set the record straight.
Here is simply what they had to say in regards to the whole thing (we advise everyone to take it with a grain of salt, despite having vetted their identity ourselves)
2013 was a tough time for CD Projekt RED simply because we were trying to create an entire bulk of the game on the older DirectX 9 renderer that we had in place for The Witcher 2. Most of the assets were created during the time we were creating our DX11 solution render pipeline to bring the next-generation experience to everyone. A lot of the footage including the debut gameplay trailer was done when the consoles were not even out and we only had an idea of the specifications of the system. This landed itself into problem territory when we realized the next-generation systems could not simply meet our graphical output to the desirable level of quality that we needed. There were several options: build three different builds or consolidate to the nearest denominator, which is what we did. We took the specifications of the lowest performing throughput system which I don’t care to mention here at all to avoid that discussion, and worked our way up from there. As almost a 250 man team, we sequentially had to take out/turn down a lot of features not just from our NVIDIA GameWorks pipeline but our normal game solution scripts as well – these include the following:
Level of horizon detail (essentially the draw distance had to be completely tuned down to tax the consoles less) Volume based translucency Ambient occlusion and foliage density / tree count Flexible water simulation / tessellation we resorted to a (script texture effect similar to most games than physical based simulation) Ground/building tessellation Forward lit soft particles (this is the fire, smoke, fog that you would encounter while going through thick terrain into open space) Real-time reflections in the water are completely off and replaced with a cheaper render solution estimator (this is a primary reason blood splatter was also removed from water)
We just did not have the manpower, budget or the console power to produce the vision we intended before the consoles were released to create a more visually stunning game of higher fidelity like 2013 assets. The PCs themselves had more than enough power to achieve this vision, almost certainly. But working on the game across 3 platforms did not make it feasible to keep features included that could potentially break the game as we kept building around it. All the 2013 trailers were actually in-game footage (not prerendered or vertical slices) but essentially just not an entirely finished world running on a high-end PC at the time.