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Honkalot

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Eternal gratitude for all you’ve done <>

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Honkalot

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HAPPY BIRTHDAY!!

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Honkalot

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Shit is tight!

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@brad: For sure, I think Will's probably right that it'll be a generation or two of video cards before it'll find its groove in games. I'd love to have it on the next iteration of consoles but I guess if nvidia is not in that business already we'll probably have to wait one more turn.

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Edited By Honkalot

For the raytracing conversation it's worth pointing out that this is not new technology for any sector except real time rendering (gaming and some visualization branches).

Raytracing has been the standard rendering method for prerendered footage for decades and was around (perhaps not used a lot) well before Pixar. Pretty much all prerendered material you have ever seen was rendered using raytracing, the only exception in gaming would be things that were rendered in-engine but saved as video files (some games do this). But 99% or more 3D effects for movies and tv shows that you've seen were rendered with raytracing.

The GPU support for raytracing has doubtful impact impact on CGI studios such as Pixar, since pretty much all raytracing engines have been CPU exclusive the rendering farms at these studios will mainly be mountains of CPU's. Utilizing GPU support would mean rebuilding these to include strong GPU's. I could only see that happening if GPU rendering was inherently more effective than CPU rendering - otherwise it would still be more cost effective to acquire more CPU's instead.

Where the GPU raytracing has a niche is mainly smaller studios or hobbyists where rendering is done on local workstations (which would have GPU's because they're multifunctional). This will no doubt happen over time but so far the only rendering engine I am aware of that has GPU support is Mental Ray, which Nvidia acquired a few years ago. It's logical in hindsight that they did this in order to have an engine with existing userbase to test with. GPU support came to Mental Ray well before Nvidia released the RTX cards. I'm not sure if Pixar's RenderMan has implemented GPU support yet but it will probably show up since it's a free to use engine that's also popular with hobbyists and big studios alike.

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Anthem impressions are weird to me because everyone seems to have very different ideas about what they liked or didn't like about it. Jeff, Brad and Alex seems to like how the flying feels - but I've seen any number of people claim that it controlled "unplayably". It's weird to me because usually impressions seem to aggregate and align somewhat, that doesn't seem to be the case with this game. I think I might start to feel like the people who enjoyed ME:A did.

I also tried Anthem, I thought the shooting was decent, the flying and mobility great. And the little writing they had available in the demo seemed funny and good to me. Certainly better than any writing I saw from ME:A videos. I also don't get the impression that the starting javelin is boring - it's still much more mobile and active to play than your character in any given shooter.

Also the cosmetic customization was out of this world detailed, I'm surprised no outlet has mentioned that AT ALL from what I've seen. Excited to play detailed dress up with mechs.

My two concerns after the demo really is that the menus are legendarily poor to use, and the map seems very small. Regarding the map I've heard people mention the increased verticality but all the points of interest seem to be on one layer - there was vertical space to move around but nothing practical to do in it.

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This game has some weird depth of field going on...

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Congrats Dan or Danny!

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It's me, I like Rockstar games and have loved everything I've heard about RDR2.

There are several who feel this way out there turns out.