What you guys thinking about this lecture?
Is he talking for real?
http://m.ca.ign.com/articles/2013/01/15/bioshock-infinite-the-pc-version-difference
Are you looking forward to playing BioShock Infinite on PC? We had the opportunity to ask Ken Levine and technical director at Irrational Chris Kline a few questions about how the PC version will differ from the console versions as well as about possible support for Oculus Rift and Steam Box.
Skip to the bottom of the story for the minimum and recommended hardware configurations of BioShock Infinite. If you don't know what BioShock Infinite is check out IGN's impressions of the first few hours of the game.
IGN: How does your approach to the PC version of Infinite differ from how the PC version of the original BioShock was handled?
Chris Kline: The original BioShock was Irrational's first major title to appear not just on PC but on console as well. It took the extraordinary efforts of everyone on the team just to get the game running while meeting our unreasonably high quality bar. This meant that we had to make tough decisions regarding where we spent our time and how we allocated our resources. In hindsight, we underestimated both the amount of time required to build a PC-friendly UI and also the challenge of getting the game running well on DX10 which was brand-new at the time.
This time around things were done differently. From very early on the PC was given equal standing with the other platforms, with its own "strike team" of programmers, game designers, UI specialists, and artists who were on-call to address PC-specific needs. The extra time and resources allowed us to really do it right this time around.
IGN: How much of a difference would you say anyone with a high-end PC will be able to notice if they crank up all the settings compared to someone playing on consoles or even someone playing on PC with medium settings?
Chris Kline: Playing the PC version on Medium settings is fairly close to the console version, though higher quality in a few areas. As you go up from there to the High, Very High, and Ultra settings the difference is enormous.
The PC version ships on three discs, as opposed to one for consoles, to accommodate the higher-resolution content we provide for the PC. This really stands out when you play on the higher detail settings and higher resolutions that the PC allows. Irrational Games is known for all the detail we put into our worlds and the higher detail settings available on PC give us even more to work with.
Higher-end PC settings also activate on higher-quality versions of many of our core rendering features. For example, we show more objects and particles at longer distances and greater detail. We use a higher-precision color buffer for improved scene quality. Textures stream in more quickly, and we use higher quality texture filtering. More objects cast shadows, shadows are higher-resolution and blend more smoothly into the scene.
Though you only need DX10 hardware to play, if you have DX11 hardware you'll be able to turn on high-end PC-only features like Contact Hardening Shadows, High Definition Ambient Occlusion, and Diffusion Depth of Field. In particular, the HDAO and DDoF will take full advantage of the DX11 Compute Shader capability in high-end hardware, and our FXAA implementation is optimized for Shader Model 5.
{snip}
In an official blog post Irrational provided some additional details about graphics settings and control options. You can find the official hardware requirements below.
Minimum
OS: Windows Vista Service Pack 2 32-bit
Processor: Intel Core 2 DUO 2.4 GHz / AMD Athlon X2 2.7 GHZ
RAM: 2 GB
Hard Drive: 20 GB free
Video Card: DirectX10 Compatible ATI Radeon 3870 / NVIDIA 8800 GT / Intel HD 3000 Integrated Graphics
Video Card Memory: 512 MB
Sound Card: DirectX Compatible
Recommended
OS: Windows 7 Service Pack 1 64-bit
Processor: Quad Core Processor
RAM: 4 GB
Hard Drive: 30 GB free
Video Card: DirectX11 Compatible, ATI Radeon 6950 / NVIDIA GeForce GTX 560
Video Card Memory: 1024 MB
Sound Card: DirectX Compatible
Charles Onyett is an Executive Editor at IGN. He mostly covers the PC scene but still plays games on other platforms to maintain a balanced perspective. He also posts trivial observations on Twitter.
Note: Edited by moderator to remove excessively long quotation from another website. In the future, please only post 2-3 paragraphs from external articles at most
Is he talking for real?
http://m.ca.ign.com/articles/2013/01/15/bioshock-infinite-the-pc-version-difference
Are you looking forward to playing BioShock Infinite on PC? We had the opportunity to ask Ken Levine and technical director at Irrational Chris Kline a few questions about how the PC version will differ from the console versions as well as about possible support for Oculus Rift and Steam Box.
Skip to the bottom of the story for the minimum and recommended hardware configurations of BioShock Infinite. If you don't know what BioShock Infinite is check out IGN's impressions of the first few hours of the game.
IGN: How does your approach to the PC version of Infinite differ from how the PC version of the original BioShock was handled?
Chris Kline: The original BioShock was Irrational's first major title to appear not just on PC but on console as well. It took the extraordinary efforts of everyone on the team just to get the game running while meeting our unreasonably high quality bar. This meant that we had to make tough decisions regarding where we spent our time and how we allocated our resources. In hindsight, we underestimated both the amount of time required to build a PC-friendly UI and also the challenge of getting the game running well on DX10 which was brand-new at the time.
This time around things were done differently. From very early on the PC was given equal standing with the other platforms, with its own "strike team" of programmers, game designers, UI specialists, and artists who were on-call to address PC-specific needs. The extra time and resources allowed us to really do it right this time around.
IGN: How much of a difference would you say anyone with a high-end PC will be able to notice if they crank up all the settings compared to someone playing on consoles or even someone playing on PC with medium settings?
Chris Kline: Playing the PC version on Medium settings is fairly close to the console version, though higher quality in a few areas. As you go up from there to the High, Very High, and Ultra settings the difference is enormous.
The PC version ships on three discs, as opposed to one for consoles, to accommodate the higher-resolution content we provide for the PC. This really stands out when you play on the higher detail settings and higher resolutions that the PC allows. Irrational Games is known for all the detail we put into our worlds and the higher detail settings available on PC give us even more to work with.
Higher-end PC settings also activate on higher-quality versions of many of our core rendering features. For example, we show more objects and particles at longer distances and greater detail. We use a higher-precision color buffer for improved scene quality. Textures stream in more quickly, and we use higher quality texture filtering. More objects cast shadows, shadows are higher-resolution and blend more smoothly into the scene.
Though you only need DX10 hardware to play, if you have DX11 hardware you'll be able to turn on high-end PC-only features like Contact Hardening Shadows, High Definition Ambient Occlusion, and Diffusion Depth of Field. In particular, the HDAO and DDoF will take full advantage of the DX11 Compute Shader capability in high-end hardware, and our FXAA implementation is optimized for Shader Model 5.
{snip}
In an official blog post Irrational provided some additional details about graphics settings and control options. You can find the official hardware requirements below.
Minimum
OS: Windows Vista Service Pack 2 32-bit
Processor: Intel Core 2 DUO 2.4 GHz / AMD Athlon X2 2.7 GHZ
RAM: 2 GB
Hard Drive: 20 GB free
Video Card: DirectX10 Compatible ATI Radeon 3870 / NVIDIA 8800 GT / Intel HD 3000 Integrated Graphics
Video Card Memory: 512 MB
Sound Card: DirectX Compatible
Recommended
OS: Windows 7 Service Pack 1 64-bit
Processor: Quad Core Processor
RAM: 4 GB
Hard Drive: 30 GB free
Video Card: DirectX11 Compatible, ATI Radeon 6950 / NVIDIA GeForce GTX 560
Video Card Memory: 1024 MB
Sound Card: DirectX Compatible
Charles Onyett is an Executive Editor at IGN. He mostly covers the PC scene but still plays games on other platforms to maintain a balanced perspective. He also posts trivial observations on Twitter.
Note: Edited by moderator to remove excessively long quotation from another website. In the future, please only post 2-3 paragraphs from external articles at most








