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[WCCF] Fallout 4 to Feature NV Gameworks - Page 16

post #151 of 163
I miss the Nvidia that gave me my 9600GT LP card. Best experience I've ever had with any GPU. Here's to HOPING the new laws that allow anyone to return a game for any reason scare the pants off any developers, publishers, and stock holders, that wish to push out an unfinished product. Maybe the threat of losing more money from an early release vs a later release will open their eyes.

Stupid gaming with it's stupid politics making me want to find a new hobby.

It's like I'm watching my child's self destructive course from the sidelines, completely powerless.
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post #152 of 163
Quote:
Originally Posted by provost View Post

You know guys, I am not a developer nor a person who has any use for complex animations using gpus from
a work perspective, but I have a hard time believing that the only way to get decent computer animation image quality in video games is by using Nvidia's proprietary Gameworks library on Nvidia gpus.... just because this is what Nvidia says it has to be.

Developers don't have to use gameworks. Developers use gameworks (or tressFX) for the same reason they use game engines like unity, unreal engine, source engene, etc. These tools take time, money, and resources to build. For game developers, they would have to update the tools every time they build a new game. Which would add to the cost game development. Developers license tools like gameworks and engines like unity to speed up development time and reduce costs. Why reinvent the wheel?

But at the end of the day someone has spend the time and money to build them. Who is gonig to do it?

Nvidia has take the time to develop these tools. AMD just sits back and whines about sabotage. Where is AMD's lighting api? where's is AMD's physics api? Why hasn't AMD spend the time and money to create competing software packages?

If you want an alternative to gameworks, push AMD to create a competing product.
Quote:
Heck, if Dreamworks doesn't need gpus for its animation, there has to be a better way to code these darn games that are "oh so demanding" that one needs a min $1000 gpu to play them at high settings. Ray tracing may be?

I don't know exactly what I am talking about when it comes to this stuff, but I do know this; dx12 development would surely shake up the status quo of DX 11 that the gpu companies have been using to earn above average returns. tongue.gif

On the dreamworks comment, They don't have a scheduling requirement. They can render their animations as slowly as they want. If they render at 1 frame per minute that's fine with them. Gamers demand that frames be rended at very high rate of speed. There's a huge difference in requirements.
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post #153 of 163
Well, discreet gpu PC gaming was never gonna be the savior of PC industry, if all its got is one vendor dictating the rules of engagement from inception (through developers) to sale of the hardware through aib partners. Conflict of interest flags are all over the place with this strategy (or otherwise known as effective consolidation of the channel for profit maximization).
Sure, I get the business rationale, and always have, but why would the consumers
want to participate in an industry where the deck is clearly stacked against them, philosophically, and practically speaking. tongue.gif. Afterall, this is consumer discretionary, There are always other entertainment alternatives. In any event, I am just observing how this plays out, out of personal interest....
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post #154 of 163
WCCF trolling?

Bethesda can't afford to screw this game up (any more than usual) since it isn't like they are releasing their huge bread and butter series of games every year. Hopefully if it does include GW it isn't intrusive. That Batman mess was pretty nasty.
post #155 of 163
Wow this whole Gameworks thing aint dying
post #156 of 163
If it's the GameWorks implementation like in MGS V it'll be fine. But if it's programmed from the ground up to use GameWorks like Project Cars or Batman then AMD users probably won't be able to play the game.
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post #157 of 163
Quote:
Originally Posted by Malkorath View Post


Hope you're right.

Those memory limitations were a huge hindrance to modding in Skyrim.

In fact they were probably the biggest reason (aside from the horrible Papyrus scripting system) that Skyrim had all the issues it's famous for.

I don't think they would have made 8GB the minimum requirement for memory if the game couldn't make use of the majority of it.
post #158 of 163
Arkham Knight was not ruined by Gameworks. It was ruined by outsourcing the PC development to a small team and giving them only a few months to port it. Gameworks obviously didn't help the situation. But Nvidia cards could barely run the game either. AK is what happens when you try to cut costs on development.

Plus haven't there been gameworks titles that ran smoothly on AMD rigs?
Edited by Thready - 10/28/15 at 2:51pm
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post #159 of 163
Quote:
Originally Posted by Thready View Post

giving them only a few months to port it
That was a rumor started by what can only be described as a game of telephone on the Steam forums. It's not true. We know it's not true because they were showing us PC footage back at E3 2014.
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post #160 of 163
Quote:
Originally Posted by Raven Dizzle View Post

That was a rumor started by what can only be described as a game of telephone on the Steam forums. It's not true. We know it's not true because they were showing us PC footage back at E3 2014.

Ok, but that does not change the fact that GameWorks was NOT responsible for the mess that was AK on release.
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