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[Topic Ufficiale] Game Developers Conference 2015 (GDC2015)

Discussione in 'Discussioni Generali sulle Console' iniziata da MmK83, 1 Marzo 2015.

  1. MmK83

    MmK83 Tampax Compak

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    Vulkan, le nuove API che raccolgono il testimone delle OpenGL
    “Il Khronos Group, un consorzio formato da esperti hardware e software, ha annunciato al GDC di San Francisco un nuovo standard grafico, presentato come il successore delle OpenGL.”

    In occasione del Game Developers Conference di San Francisco, il Khronos Group ha svelato le nuove API di basso livello Vulkan, definite come lo standard che raccoglie il testimone delle OpenGL, oggi utilizzate soprattutto nell'ambito del mobile gaming, ma che in passato hanno ricoperto un ruolo di riferimento per tutto il settore dello sviluppo di videogiochi.

    [​IMG]

    "Per decenni abbiamo considerato le OpenGL come lo standard royalty-free per la grafica, e adesso Vulkan costituisce l'evoluzione di quelle API", ha detto Neil Trevett, presidente dell'associazione nonprofit Khronos Group che vede come membri alcuni dei più importanti brand del mondo IT come Intel, AMD, NVIDIA e Valve. "Abbiamo delle API molto efficaci, che crediamo possano essere ampiamente utilizzate sia nella grafica che per il computing".
    Le OpenGL nell'ultimo periodo avevano perso posizioni anche per l'instaurazione di nuovi standard proprietari, come nel caso di Metal di Apple. Queste ultime rimuovono buona parte dell'overhead che invece caratterizza le OpenGL e consentono agli sviluppatori una programmazione più diretta dell'architettura hardware. Quello che sta facendo il Khronos Group è, quindi, adeguarsi ai tempi, offrendo un approccio simile anche per le OpenGL, con una nuova versione che prima era conosciuta anche come Next Generation OpenGL.
    Le API Vulkan consentiranno di sfruttare le risorse della GPU anche per quelle applicazioni non necessariamente grafiche. Alla base del nuovo standard troviamo la tecnologia di compilazione SPIR-V, insieme alla nuova versione dello standard OpenCL 2.1 per la programmazione parallela e la capacità di sfruttare la GPU per scopi eterogenei.
    SPIR introdurrà C ++ come linguaggio di compilazione ed eliminerà la necessità di utilizzare un compilatore di linguaggio ad alto livello, riducendo allo stesso tempo la complessità dei driver della GPU. Sia Vulkan che OpenCL 2.1 condivideranno SPIR-V.
    Vulkan consentirà agli sviluppatori di avere un controllo diretto sui carichi di lavoro di GPU e CPU in modo da migliorare le prestazioni e la prevedibilità. "Tutti i produttori di GPU stanno supportando Vulkan perché consente di superare uno dei maggiori ostacoli esistenti oggi nel mondo dello sviluppo di videogiochi: ovvero, a causa dei colli di bottiglia della CPU, è impossibile sfruttare il massimo potenziale della GPU", ha detto Trevett. "La community del software, guidata dai creatori di motori grafici, ci supporta con altrettanto entusiasmo".
    "Grazie all'influenza che hanno avuto su diverse generazioni di hardware e software, le OpenGL sono state senza dubbio le API grafiche 3D di maggior successo nella storia dell'industria", ha aggiunto Raja Koduri, corporate vice president of visual and perceptual computing di AMD. "Vulkan è la trasformazione delle OpenGL che riduce l'overhead per migliorare le prestazioni e l'efficienza energetica, mantenendo lo stesso livello di produttività per gli sviluppatori".
    Le OpenGL sono state create 25 anni fa, ma nel corso di tutto questo tempo le architetture delle GPU sono cambiate in maniera considerevole, mentre nuove necessità sono state introdotte dagli universi console e mobile. In certi contesti, Vulkan subirà la competizione delle DirectX 12, del già citato Metal e di Mantle di AMD, ma la loro natura di API aperte e royalty-free può essere di forte interesse per diversi tipi di studi di sviluppo.
    Entro la fine dell'anno saranno comunicate le specifiche definitive delle nuove API.
    A Kassandro piace questo elemento.
  2. MmK83

    MmK83 Tampax Compak

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    Next Generation OpenGL Becomes Vulkan: Additional Details Released

    [​IMG]

    Continuing this week’s GDC-2015 fueled blitz of graphics API news releases, we have Khronos, the industry consortium behind OpenGL, OpenCL, and other cross-platform compute and graphics APIs. Back in August of 2014 Khronos unveiled their own foray into low-level graphics APIs, announcing the Next Generation OpenGL Initiative (glNext). Designed around similar goals as Mantle, DirectX 12, and Metal, glNext would bring a low-level graphics API to the Khronos ecosystem, and in the process making it the first low-level cross-platform API. 2014’s unveiling was a call for participation, and now at GDC Khronos is announcing additional details on the API.

    First and foremost glNext has a name: Vulkan. In creating the API Khronos has made a clean break from OpenGL – something that game industry developers have wanted to do since OpenGL 3 was in development – and as a result they are also making a clean break on the name as well so that it’s clear to users and developers alike that this is not OpenGL. Making Vulkan distinct from OpenGL is actually more important than it would appear at first glance, as not only does Vulkan not bring with it the compatibility baggage of the complete history of OpenGL, but like other low-level APIs it will also have a higher skill requirement than high-level OpenGL.

    [​IMG]

    Naming aside, Vulkan’s goals remain unchanged from the earlier glNext announcement. Khronos has set out to create an open, cross-platform low-level graphics API, bringing the benefits of greatly reduced draw call overhead and better command submission multi-threading – not to mention faster shader compiling by using intermediate format shaders – to the entire ecosystem of platforms that actively support Khronos’ graphics standards. Which these days is essentially everything outside of the gaming consoles. This is also Khronos’s unifying move for graphics APIs, doing away with separate branches of OpenGL – the desktop OpenGL and the mobile/scaled-down OpenGL ES – and replacing it with the single Vulkan.

    [​IMG]

    Being announced this week at GDC are some additional details on the API, which given the intended audience is admittedly a bit developer centric. Vulkan is not yet complete – the specification itself is not being released in any form – but Khronos is further detailing the development and execution flows for how Vulkan will work.

    Development tools have been a long-standing struggle for Khronos on OpenGL, and with Vulkan they are shooting to get it right, especially given the almost complete lack of hand-holding a low-level graphics API provides. For this reason the Vulkan specification includes provisions for common validation and debug layers that can be inserted into the rendering chain and used during development, allowing developers to perform in-depth debugging on the otherwise bare-bones API. Meanwhile conformance testing is also going to be heavily pushed and developed, having been something OpenGL lacked for many years and something that was a big help in developing Khronos’ more recent APIs such as WebCL. This being Khronos, even the conformance testing is “open” in a way, with developers able to submit new tests and Khronos encouraging it.

    [​IMG]

    The actual Vulkan API itself has yet to be finalized, however at this point in time Khronos expects it to behave very similar to Mantle and DX12, so developers capable of working on the others shouldn’t have much trouble with Vulkan. In fact Khronos has confirmed that AMD has contributed Mantle towards the development of Vulkan, and though we need to be clear that Vulkan is not Mantle, Mantle was used to bootstrap the process and speed its development, making Vulkan a derivation of sorts of Mantle (think Unix family tree). What has changed from Mantle is that Khronos has gone through a period of refinement, keeping what worked in Vulcan and throwing out portions of Mantle that didn’t work well – particularly HLSL and anything that would prevent the API from being cross-vendor – replacing it with the other necessary/better functionality.

    Meanwhile from a shader programing perspective, Vulkan will support multiple backends for shaders. GLSL will be Vulkan’s initial shading language, however long-term Khronos wants to enable additional languages to be used as shading languages, particularly C++ (something Apple’s Metal already supports). Bringing support for other languages as shaders will take some effort, as those languages will need graphics bindings extended into them.

    [​IMG]

    As for hardware support for Vulkan, Khronos tells us that Vulkan should work on any platform that supports OpenGL ES 3.1 and later, which is essentially all modern GPUs, and desktop GPUs going some distance back. To be very clear here whether a platform’s owner actually develops and enables their Vulkan runtime is another matter entirely, but in principle the hardware should support it. Though this comes as something of an interesting scenario, as a bare minimum of OpenGL ES 3.1 implies that tessellation and geometry shaders will not be a required part of the standard. As these are common features in desktop parts and more recent mobile parts that are Android Extension Pack capable, this means that these will be optional features for developers to either use (and require) or not at their own discretion.

    [​IMG]

    [​IMG]

    Wrapping up our look at the API, Khronos tells us that they’re on schedule to release initial specifications this year, with initial platform implementations shortly behind that. Given the fact that Khronos tends to do preliminary releases of APIs first, this puts Vulkan a bit behind DirectX 12 (which will see its shipping implementation this year), but not too far behind. By which time we should have a better idea of what platforms and GPUs will see Vulkan support added, and what the first games are that will support the API.

    SPIR-V
    Finally, no discussion of Vulkan can be complete without a discussion of its language frontend. Vulkan’s frontend will be powered by SPIR-V, the latest version of Khronos’ Standard Portable Intermediate Representation.

    By basing Vulkan around SPIR-V, developers gain the ability to write to Vulkan in more languages, being able to feed Vulkan almost any code that can be compiled down to SPIR. This is similar to what SPIR has done for OpenCL – which is what SPIR was initially created for – allowing for many languages to work on OpenCL-capable hardware through SPIR. As a side benefit for Vulkan, this also means that Vulkan shaders can be shipped in intermediate format, rather than as raw high-level GLSL code as OpenGL’s shader compiler path currently requirements.

    [​IMG]

    In putting together SPIR-V, what Khronos has done is essentially extended Vulkan’s graphics constructs into the API, allowing SPIR-V to service both compute and graphics workloads. In the short term this is unlikely to make much of a difference for developers (who will be busy just learning the graphics side of Vulkan), but in the long run this would allow developers to more freely mix graphics and compute workloads, as the underlying runtime is all the same. This is also where Vulkan’s ability to extend its shading language from GLSL to other languages comes from, as SPIR’s flexibility is what allows multiple languages to all target SPIR.

    [​IMG]

    SPIR-V also brings with it some compute benefits as well, but for that we need to talk about OpenCL 2.1…
  3. MmK83

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    New ID@Xbox Games Storm GDC

    [​IMG] At GDC last year, we debuted some of the first ID@Xbox games making their way to Xbox One. A year later, the response from independent developers to the program that enables them to self-publish their games on Xbox One has been both humbling and awesome. Dozens of games have shipped via ID@Xbox, and there are hundreds more in development. More than 900 studios across the globe are creating games using ID@Xbox development kits, and we’re shipping more kits weekly!


    This week at GDC you’ll get to see and hear from more than 30 developers who are bringing their games to Xbox One via ID@Xbox, including new announcements and many games coming first to Xbox One. We’re incredibly proud to be working with these visionaries and creators, who are making unique and innovative titles.

    If you’re at GDC, be sure to swing by the GDC Lobby Lounge to check out Chainsawesome Games’ Knight Squad, Necrosoft Games’ Gunsport, Duaik’s Aritana & the Harpy's Feather, Seaven Studio’s Inside My Radio, AnarTeam’s Anarcute, Surprise Attack’s Screencheat, Grip Digital’s Tower of Guns, The Quantum Astrophysicists Guild’s Tumblestone, Hi-Rez’s Smite and Wales Interactive’s Soul Axiom. We’ll also have more games in the Xbox booth throughout the show.

    Additionally, at a special preview event Microsoft hosted on Tuesday, we provided a sneak peek at a slew of new ID@Xbox games coming soon to Xbox One. Stay tuned to Xbox Wire for much more on these games in the weeks ahead, but see below for a full list from the event!

    Some (but not all) of the ID@Xbox games being shown in San Francisco this week are included below, and be sure to check out the Xbox YouTube page for new trailers!

    • Bedlam (RedBedlam): Based on the novel by award-winning British author Christopher Brookmyre, this is a shooter for everyone who remembers gaming in the ‘80s and ‘90s!
    • Beyond Eyes (Team17): How does a blind person navigate the world? This unique title might give you some sense of what it’s like to live in a world without sight, as you control a young girl in search of her lost cat.
    • ClusterPuck 99 (PHL Collective): This competitive sports game features eight-player local competitive action.
    • Cuphead (Studio MDHR): A run-and-gun adventure, with plenty of 1930s style animation to keep things interesting! It will make its console debut on Xbox One!
    • Earthlock: Festival of Magic (Snowcastle Games): An exciting, nonlinear role-playing game.
    • The Flame in the Flood (The Molasses Flood): A rogue-lite river journey through the backwaters of a forgotten post-societal America. It will make its console debut on Xbox One.
    • Fortified (Clapfoot Games): An exciting new take on action-strategy games that combines shooter, real-time strategy, and base defense mechanics.
    • Game 4 (The Behemoth): One of the weirdest turn-based strategy games you’ll ever play, with plenty of The Behemoth’s unmistakable style.
    • Goat Simulator (Double Eleven): You are a goat, and you are on a rampage. What more do you need to know? More goat to the people!
    • LA Cops (Team 17): This top-down strategy shooter celebrates everything awesome about ‘70s cop fiction.
    • Magic the Gathering: F2P (Wizards of the Coast): The world’s most beloved collectible card game goes free-to-play! It will make its console debut first on Xbox one
    • Mighty No. 9 (Comcept): This Kickstarter darling is the brainchild of acclaimed developer Keiji Inafune, the creator of Mega Man. True side-scrolling perfection!
    • Pixel Galaxy (Serenity Forge): It’s one heck of a hectic shoot-’em-up, inspired by Katamari Damacy. Grow, make friends, and survive together!
    • R.B.I. Baseball 15 (MLB.com): The legendary Major League Baseball franchise returns with fresh game modes, authentic ballparks, improved animations, and deep stat-tracking.
    • Rivals of Aether (Dan Fornace): This fighting game challenges you to uncover the elemental mysteries of Fire, Water, Air, and Earth.
    • Shadow Blade: Reload (Dead Mage): Guide a young ninja on his journey to seek the teachings of the last remaining ninja master as he embarks on a quest for revenge.
    • Shovel Knight (Yacht Club Games): Steel thy shovel! The amazing retro sidescrolling adventure is coming to Xbox One!
    • SMITE (Hi-Rez Studios): The next evolution in multiplayer online battle arena space. Assemble your team, choose your hero, and destroy your opponents. Stay tuned for details on the Xbox One beta, coming very soon!
    • Submerged (Uppercut Games): You’re trapped in an ancient, half-submerged city, with next to nothing. Explore the flooded cityscape and scale its buildings in a fight to survive!
    • Super Dungeon Bros (React! Games): A multiplayer dungeon-crawling extravaganza with a rock music theme. Get your bros together and get ready to rock out!
    • SWORDY (Frogshark): In this multiplayer physics brawler, you will hit your friends until they explode. You really have to see this one to wrap your head around this craziness. We’re pleased to say Swordy will debut first on Xbox One.
    • The Sun and Moon (Digerati Distribution and Marketing): It’s a platformer with a twist: You can dive into the ground, reversing your gravity while conserving your momentum. Winner of the Ludum Dare 29 competition!
    • ZHEROS (Rimlight Studios): This 3D action brawler – set in an alternative future universe – is rife with engaging combat and outrageous characters.
    Those are just some of the new games coming to Xbox One via ID@Xbox. In all, it’s an exciting time for independent games on Xbox One. Some more of the amazing games in development now for Xbox One include: inXile Entertainment’s Wasteland 2, A Crowd of Monsters’ Blues and Bullets, David Jose Lourenco Amador’s Quest of Dungeons, Grande Games’ Commander Cherry’s Puzzled Journey, 34 Big Things’ Hyperdrive Massacre and Red Out, Little Green Men’s Starpoint Gemini 2, Pewter Game Studios’ The Little Acre, Space Dust Studios’ Space Dust Racers, Tick Toc Games’ The Adventures of Pip, Digerati Distribution’s Paranautical Activity and Slain, Drop Dead Interactive’s Gear Gauntlet,Hitcents’ Draw a Stickman: Epic, Team2Bit’s Reagan Gorbachev, Lince Works’ Twin Souls: The Path of Shadows, Makin Games’ Raging Justice, Noble Whale’s Grabbles, Torch Games’ Run, Vertigo Games’ World of Diving, Maestro Game Studio’s Luna's Tale: The Curse of the Forgotten Doll and Unruly Attractions’ Standpoint.

    And there are many more great titles on the horizon. Stay tuned!
  5. MmK83

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    A Kassandro piace questo elemento.
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    Source 2 announced, SteamVR, Steam Link and more at GDC
    March 3, 2015


    March 3, 2015 -- Valve announces a number of product and technologies at this week's Game Developers Conference (GDC) in San Francisco.

    "We continue to see very strong growth in PC Gaming, with Steam growing 50% in the last 12 months," said Gabe Newell, Valve's president. "With these announcements we hope that we are helping build on that momentum."
    Steam Machines, Windows PCs, Macs, and Linux PCs will be able to take advantage of a new product announced at GDC called Steam Link. Designed to extend your Steam experience to any room in the house, Steam Link allows you to stream all your Steam content from any PC or Steam Machine on the same home network. Supporting 1080p at 60Hz with low latency, Steam Link will be available this November for $49.99, and available with a Steam Controller for an additional $49.99 in the US (worldwide pricing to be released closer to launch).
    Steam Machines from partners Alienware and Falcon Northwest are being shown, with Machines from a dozen other partners slated to release this November. Steam Machines will start at the same price point as game consoles, with higher performance. Customers interested in the best possible gaming experience can choose whichever components meet their needs. Epic will give a demonstration of the newly announced Unreal Tournament running on a 4K monitor driven by the Falcon Northwest Steam Machine. "We love this platform," said Tim Sweeney, founder of Epic Games. "Whether you're running incredibly detailed scenes at 4K or running 1080p at 120 FPS for an intense shooter experience, this brings world-class gaming and graphics to televisions with an open platform true to Valve's PC gaming roots."
    Valve will show a virtual reality (VR) headset. Developer versions of the headset will be available this spring, and partner HTC will ship their Vive headset to consumers by the end of the year.
    Two new technologies are part of the VR release - a room scale tracking system codenamed Lighthouse, and a VR input system. "In order to have a high quality VR experience, you need high resolution, high speed tracking," said Valve's Alan Yates. "Lighthouse gives us the ability to do this for an arbitrary number of targets at a low enough BOM cost that it can be incorporated into TVs, monitors, headsets, input devices, or mobile devices." Valve intends to make Lighthouse freely available to any hardware manufacturers interested in the technology.
    "Now that we have Lighthouse, we have an important piece of the puzzle for tackling VR input devices," said Valve's Joe Ludwig. "The work on the Steam Controller gave us the base to build upon, so now we have touch and motion as integrated parts of the PC gaming experience."
    "We've been working in VR for years and it was only until we used SteamVR's controllers and experienced the magic of absolute tracking that we were able to make the VR game we always wanted to make," said Alex Schwartz of Owlchemylabs.
    VR demos being shown at GDC include work from Bossa Studios, Cloudhead Games, Dovetail Games, Fireproof Studios, Google, Owlchemylabs, Skillman & Hackett, Steel Wool Games, Vertigo Games, and Wevr.
    Valve announced the Source 2 engine, the successor to the Source engine used in Valve's games since the launch of Counter-Strike: Source and Half-Life 2. "The value of a platform like the PC is how much it increases the productivity of those who use the platform. With Source 2, our focus is increasing creator productivity. Given how important user generated content is becoming, Source 2 is designed not for just the professional developer, but enabling gamers themselves to participate in the creation and development of their favorite games," said Valve's Jay Stelly. "We will be making Source 2 available for free to content developers. This combined with recent announcements by Epic and Unity will help continue the PCs dominance as the premiere content authoring platform."
    Also as part of supporting PC gaming, Valve announced that it will be releasing a Vulkan-compatible version of the Source 2 engine. Vulkan is a cross-platform, cross-vendor 3D graphics API that allows game developers to get the most out of the latest graphics hardware, and ensures hardware developers that there is a consistent, low overhead method of taking advantage of products. Vulkan, previously called Next Generation OpenGL, is administered by the Khronos Group, along with other standards such as OpenCL, OpenGL, and WebGL.
    GDC 2015 will mark the 13th anniversary of Valve's first public announcement of Steam, which has since become the leading platform for PC, Mac, and Linux games and software. In the last year, Steam realized the addition of many new services and features - including In-Home Streaming, Broadcasting, Music, and user-created stores - as it grew to over 125 million active accounts worldwide.

    For more information, please visit www.steampowered.com/universe
    Fonte : https://steamdb.info/blog/source2-announcement/
    A Fifù piace questo elemento.
  7. MmK83

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  8. MmK83

    MmK83 Tampax Compak

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    Xbox One: le DirectX 12 miglioreranno le prestazioni dell’eSRAM, secondo Wardell

    Brad Wardell, CEO di Stardock Studios, ha pubblicato diversi tweet relativi all’impatto che avranno le DirectX 12 sulle prestazioni dei giochi PC e Xbox One.
    Secondo il suo pensiero, la limitata quantità di questo tipo di memoria a disposizione, soli 32 MB, non ostacola minimamente le prestazioni possibili grazie alle nuove librerie grafiche. Il guadagno a livello di prestazioni dipenderà esclusivamente da come gli sviluppatori utilizzeranno le nuove librerie.
    Avremo anche dei miglioramenti per la memoria RAM, ovvero la DDR3 di Xbox One, al centro della polemica in fase di presentazione dato che la concorrenza aveva inserito memorie di tipo GDDR5.Tutti i miglioramenti arriveranno lato codice insomma, rendendo l’hardware più prestazionale.
    Maggiori dettagli sul profilo Twitter di Brad Wardell.
    A Kassandro piace questo elemento.
  9. MmK83

    MmK83 Tampax Compak

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  10. Kassandro

    Kassandro GBU Giga Banned User

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    che gioco è?
  11. MmK83

    MmK83 Tampax Compak

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    Se non ho capito male è un gioco molto simile a Diablo 3
    EDIT : No in realtà è un gioco sci-fi :asd:
    Per visualizzare questo contenuto è necessario accettare i cookie con finalità di marketing.

    EDIT 2 : I riferimenti a diablo 3 sui forum stranieri erano nati perchè il gioco è molto complesso a comandi e si aveva paura che col pad ci saranno problemi ad usare il gioco.
    Ultima modifica: 4 Marzo 2015
  12. Kassandro

    Kassandro GBU Giga Banned User

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    Ok, dovevano comprare qualcosa da anteporre a No Man's sky
    A MmK83 piace questo elemento.
  13. MmK83

    MmK83 Tampax Compak

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    MmK83 Tampax Compak

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    Cross Buy tra PC (win 10) e One
    [​IMG]
  15. MmK83

    MmK83 Tampax Compak

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    Le DX12 porteranno un incremento del 20% sulla GPU di xBox One
    [​IMG]
  16. MmK83

    MmK83 Tampax Compak

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    Le universall APP
    Microsoft launches Xbox One SDK to let any developer build apps for its console

    • Microsoft is finally letting developers build apps for the Xbox One. While the software maker has had a private SDK since the console's launch, that will start to go a lot more public today. At the Games Developer Conference (GDC) today, Xbox chief Phil Spencer revealed that Microsoft is launching its Xbox One SDK today to select testers, with plans to let any developer access the SDK in the coming months.

      Developers will be able to create apps using the Windows 10 universal app platform that spans across PCs, tablets, phones, and the Xbox One. Microsoft demonstrated a Windows 10 app running on the Xbox One earlier this week, and it looks like it's going to be fairly simple for developers to target the console alongside other devices. Microsoft is promising to discuss its plans for universal apps and Xbox One at its Build developers conference in April, but for now it's official that any developer will be able to create an app for the console. The Verge understands apps for Xbox One should start to launch in November.
  17. MmK83

    MmK83 Tampax Compak

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    Piccola parentesi per parcondicio...
    Pare che ci siano state PS4 in Overheat negli stand di bloodborne #GDC2015Live :asd:
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    Povera ps4...già riscalda di suo figuriamoci chiusa dentro gli stand di plastica :asd:
    Ultima modifica: 5 Marzo 2015
  18. MmK83

    MmK83 Tampax Compak

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    La tarantella infinita :asd:
    DirectX 12 Will Boost GPU Usage By Up to 20% According to Phil Spencer [UPDATED]

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    Microsoft’s Xbox Division Head Phil Spencer is speaking a panel at GDC in San Francisco on the future of gaming across Microsoft’s ecosystem, and he shared more information on the improvements DirectX 12 is going to bring to the platforms supporting it.
    According to Spencer, DirectX 12 will not only improve CPU performance by up to 50% depending on how a game is developed, as previously announced, but it will also boost GPU usage by up to 20%, as revealed by tests done with partner developers.
    That’s certainly a nice boost, and it’ll be definitely interesting to see how far it’ll manage to bring games’ visuals on Microsoft’s platforms.

    Update: Due to a misunderstanding caused by an interruption in the livestream, the original article mistakenly mentioned that the 20% GPU usage improvement was on Xbox One, but Spencer actually did not explicitly mention a platform.
  19. MmK83

    MmK83 Tampax Compak

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    A glenkocco piace questo elemento.
  20. SaintSeiya

    SaintSeiya Tribe Member

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