Glorious Wiki readers. We are adding the Midnight Magic video and livestream to the wiki. We appreciate your patience as we process the new and updated information!

Diferenças entre edições de "Template:Performance"

Fonte: Ashes of Creation Wiki
Saltar para a navegação Saltar para a pesquisa
m (Text replacement - "game system.jpg}}" to "game system.jpg|link=https://discordapp.com/channels/256164085366915072/257283936756039680/280855340738674693}}")
(Add citation and quote)
Linha 2: Linha 2:
  
 
* [[wikipedia:Motion blur|Motion blur]] will be togglable on and off.{{livestream|4 May 2018|43m35|nff_kdiKdDU}}  
 
* [[wikipedia:Motion blur|Motion blur]] will be togglable on and off.{{livestream|4 May 2018|43m35|nff_kdiKdDU}}  
 +
 +
By the time of [[Release schedule|launch]], four to five year old hardware should be viable.{{video|8 May 2017|16m07|hIVnt8SDdrY}}{{interview|20 April 2018|24m11|DhTvwZw_1-E}}
 +
 +
<blockquote>''I think our min spec right now is targeting 960. Basically, the goal is to have computer when we launch five years back be viable. So we're not targeting super high-end systems. Unreal gives us a lot of capability to tune down fidelity as we need it, so we've got a lot of options in there. Right now it plays extremely well even on lower end systems. And we haven't even done any optimization.''{{interview|20 April 2018|24m11|DhTvwZw_1-E}}{{ndash|[[Jeffrey Bard]]}}</blockquote>
  
 
<blockquote>''Something that's been built in the past four years is going to be playable.''{{video|8 May 2017|16m07|hIVnt8SDdrY}}{{ndash|[[Steven Sharif]]}}</blockquote>
 
<blockquote>''Something that's been built in the past four years is going to be playable.''{{video|8 May 2017|16m07|hIVnt8SDdrY}}{{ndash|[[Steven Sharif]]}}</blockquote>

Revisão das 06h35min de 31 de julho de 2018

Highly scalable options to adjust rendering and particle effects will be offered.[1]

By the time of launch, four to five year old hardware should be viable.[3][4]

I think our min spec right now is targeting 960. Basically, the goal is to have computer when we launch five years back be viable. So we're not targeting super high-end systems. Unreal gives us a lot of capability to tune down fidelity as we need it, so we've got a lot of options in there. Right now it plays extremely well even on lower end systems. And we haven't even done any optimization.[4]Jeffrey Bard

Something that's been built in the past four years is going to be playable.[3]Steven Sharif