Or is a launch party something common and standard thing in the game bussnes for regular retail games.
Is there an official release date ?
Yes, welcome to the forum and the long wait c0mas.![]()
It's a good job waiting is fun!![]()
You're leaving yourself wide open to a tractor joke there, T.jYour lucky its snowing in Norfolk at the moment, I'd be down the A11 like a shot paddle in hand!!![]()
2) Outsider will be released within a decade
Part of the reason Outsider has taken so long is it's required an engine to be built pretty much from the ground up. Games we develop following The Outsider should be able to strip stuff out of said engine to preserve time - which is a good thing![]()
Reality check:I'd be curious to know whether the engine has been updated to take advantage of DX11. From a game environment perspective DX11 has made some huge advances in the number of polygons the hardware can handle. It would be comforting to know that Elite 4 would not be built on an engine that was originally conceived and developed on technology that will no longer be the base measure for gaming hardware.
My concern would be that visually the game would not be able to reach it's full potential because the tools behind it are limited by age. It's highly likely that I have the wrong end of the stick when it comes to games engines and how they might be ported to Direct X varients...
Check out these vids to get an idea of what DX11 can bring to gaming environments:
Pretty but the second one is the eye opener
http://www.youtube.com/watch?v=9F6zSgtRnkE
This one gives you a real idea of what is going on.
http://www.youtube.com/watch?v=bkKtY2G3FbU
Reality check:
Show me one, graphics heavy game, from DX9 (not 10, 9) "era" that looks like the part of the second vid with "OMGTESSELASHUN!" turned off.
The wireframe without tessellation suggests a scene complexity level from between 1999 and 2001, a level long surpassed by even less graphics intensive games of today. And, given modern graphics, the difference between tessellated scene with extra polys, and a non-tessellated one without, might be noticeable when you press your nose against the surface so hard, you'll hear your cartilage cracking, no sooner.
The improvement rate in GFX starts going increasingly asymptotic, and differences between games of yesterday and of today increasingly cosmetic and hard to spot unless you look very hard and maybe squint a little, no matter what PR hacks spinning their hype (and tripe) would want you to believe.
Let them drown ever-increasing sums of money in pursuit of diminishing returns, FD, should not.
Agreed Draq. In the early days the jump in resolution and colours, then the effects when graphics cards came in, made a huge difference. We got as good as it needs to get in soundcards several years ago, and it feels as though graphics are pretty much there too now. Maybe it's a sign of my age that the universal flare/bloom effects with everything washed in light now are starting to irritate! (And real life was definitely a bit of a comedown after 3D Avatar!!) Maybe that's a sign of developers overusing the latest effect.
Having said that, those youtube clips are amazing Steve. The grass is lovely ( speaking as one who used to wander round Oblivion just to enjoy the scenery!) You guys are more expert than me: is that narrow depth of focus a DX11 feature?
Thanks Steve I knew you would know! The demo is very impressive: if that's the way forward I'll start saving for a new laptop now.
ps by the time E4 is out we'll probably be on DX34!!!