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У эксклюзивов типа Форзы или Рима будут честные 1080 и 60 фпс. А поделия всяких криворуких клепателей мультиплатформы мне не интересны.Поинтереснее вопрос, что будет через 3-4 года, когда придется даунгрейдить картинку, у конкурентов начнутся компромисы ...720р и 30fрs, что будет у хуана ?
Есть слух что амазон купит бренд иксбос, представлаю себе все оценки для етой конзоли будут только 10/10, совсем заслужено конечноАмазон трёт негативные проверенные отзывы![]()
Там звук не пожат.Версия для ПК весит 49 гигов и умудряется выглядеть убого при этом.
http://gmbox.ru/news/titanfall-zanimaet-50-gb-na-pc-razrabotchiki-obyasnyayut-pochemuВ интервью Eurogamer главный инженер Respawn Ричард Бейкер объяснил, что львиная доля от этих 48 ГБ — это несжатые аудиофайлы.
Везде или только у себя?Амазон трёт негативные проверенные отзывы
Учитывая, что оценки часто ставятся фанбоями Сони или Бокса, да и сами компании могут с ними махинации проводить, мне совершенно пофиг. Пусть трут.Амазон трёт негативные проверенные отзывы
http://www.dualshockers.com/2014/03...ing-page-possibly-inflating-the-games-rating/
The 792p resolution on Xbox One is a curious one. It's a 21 per cent increase over 720p, and the use of multi-sampling anti-aliasing makes it punch a little above its weight in an era where the more usual post-process AA can actively harm image quality at lower resolutions (as seen on Battlefield 4 on Xbox One). However, when we first saw Titanfall, we were pretty certain we were seeing 720p or something close to it (1366x768 perhaps). We remain curious about why Respawn would choose this particular framebuffer size, as that additional 21 per cent of resolution isn't giving us a boost in quality commensurate with the GPU resources being allocated to it. The question is, could that graphics power have been better deployed elsewhere?
There's been plenty of talk about Titanfall's sub-native resolution, but while that is not exactly ideal, the biggest problem we have with the game in its current format is that the magic combination of ingredients that made Modern Warfare work has come slightly off the boil here: the Xbox One version simply cannot sustain the required 60fps. The consistency in performance just isn't there and so the gameplay often doesn't feel quite right.
So, just like the beta, we see Titanfall frame-rates on Xbox One dip into the mid-30s at its worst, and at those points the rock-solid consistency we saw in the early iterations of the Modern Warfare experience is gone, and with it - arguably - the essence of the "twitch" shooter. In mitigation this does tend to happen while you're seated in your Titan, so the need for ultra-low latency controls is lessened, but there's no doubt that the player's immersion in the experience is dented by the compromised performance.
Respawn's adaptive v-sync decision works out OK for general, on-foot pilot gameplay but there's still too much of the 'adaptive' and not enough of the 'v-sync', resulting in an obvious tearing that impacts visual consistency. However, the effects vary: with little in the way of left/right panning, it manifests almost like a 'wobble' - noticeable, but nothing that unduly affects the quality of the gameplay. However, in the middle of pitched battle, with the player spinning around to tackle new threats, the tearing is very obvious and highly distracting.
Well, we put some time into this and didn't spot any single-digit frame-rates, but this is clearly a great way to stress-test the game, and we can well imagine that if all 12 Titans were let loose in a confined space, frame-rates could plummet to a noticeably unacceptable level.
We ran the game on our recently constructed "next-gen" Digital Foundry PC, pairing a six-core AMD FX-6300 with a GeForce GTX 760. Texture quality needs to drop to very high, but otherwise, everything is on max and we can hit 1080p60 with lashings of anti-aliasing, but the performance level is not sustained - but still a clearly noticeable improvement over Xbox One. Frame-rates were OK overall, but it's a little sobering that the same machine achieves a higher overall performance level on Battlefield 4 on high settings. We also tried our high-end games machine featuring an overclocked Core i7-3770K matched with a GTX 780. At this point we could run Titanfall on insane texture settings with maximum anti-aliasing with just occasional stutter at 1080p, but we lost the 60fps lock when ramping up the resolution to 2560x1440.
When we spoke to Respawn producer Drew McCoy at Gamescom last year, we were fully onboard with the "frame-rate is king" response when we asked about the possibility of 1080p60 on Xbox One. The key to the best Titanfall experience is all about the frame-rate - it's a crucial element of the interface between player and game and it's a core element in defining the gameplay. The end product is still a massive entertaining, highly playable piece of software, but on Xbox One at least, the performance level clearly isn't anywhere near locked to the magic 60fps, with Respawn sailing dangerously close on occasion to nerfing the the magic formula that makes this game great.
By and large, when you need the signature twitch-levels of response, Titanfall delivers, but it does so at a price - eye-rending screen-tear. That's a compromise that the erstwhile-Infinity Ward team members never implemented during their run on Modern Warfare and we were surprised to see it manifest so obviously here. As a result, the pure thoroughbred arcade experience that defined Call of Duty and is instrumental to Titanfall's success is left somewhat compromised, with a level of visual artefacting that frequently looks plain ugly.
Titanfall has clear performance issues on Xbox One, but it's still a fun experience. However, when playing on PC, the fluidity in refresh, response and control is leagues ahead.
http://www.polygon.com/2014/3/20/5529204/titanfall-4k-nvidia-gameworks"Respawn will also release updates to support high-definition 4K displays," Rege wrote, "and our SLI multi-GPU technology, for a fantastic high-end PC experience."
Respawn and the GPU maker will also collaborate to integrate GameWorks technologies —a suite of products that also includes PhysX for clothing and destruction simulation as well as VisualFX for hair, fire and liquid simulation — into Titanfall. Those technologies include Temporal anti-aliasing (TXAA), which reduces screen flickering, and Horizon Based Ambient Occlusion+ (HBAO+) for "more lifelike shadows."
В эти выходные можно поиграть бесплатно (на пк)
Там открываются два дополнительных титана, за одну кампанию - маневренный страйдер, за вторую - тяжёлый огр. Если хочешь задержаться в онлайне, открывать их стоит, хотя бы, ради гейплейного разнообразия.А есть смысл их проходить? Я только в мульти побегал, даже первое место занял (хотя команда всё равно продула)