Discussion in 'Videocards - AMD Radeon' started by WhiteLightning, Sep 28, 2018.
COD 2020: Black Ops Reboot
Call of Duty 2020 Details
MW’s large playercount modes return, including 32v32. One Ground War map is a massive ice map with snowmobiles and tanks. Big frozen lake in the middle, forest on one side and bunkers with a train on the other. Very powerful flamethrower available on this map
Most MP maps are classic Treyarch 3-lane maps
Black Ops 4’s manual healing may return
One 6v6 map is a warehouse map. 3 lanes, massive open field with a sniper tower in the middle, one lane features a river which goes from one spawn to the other
Russian-looking city is other 6v6 map. Lots of cars on the left side of the map, lots of clutter and map is currently too big for 6v6
Killstreaks include UAV, counter UAV, a bomber plane which down all enemy airborne killstreaks, dog (doesn’t know if it’s a dog which follows you or runs around freely)
Operators return, Specialist look to be out
Zombies to be a lot different than those of Black Ops 4
Perks, Pack-a-Punch return but a lot more barriers to play and new different ways to play
TranZit (the Black Ops 2 map) returns
Aether reboot, unclear if it’s still the same story or not
Chaos does not return
DLC Zombies maps might still be paid, MP DLC maps will continue to be free like MW. Supply Drops will not return as well, microtransaction system to be similar to MW
Creators at the Warzone event were reportedly told that Warzone will be the last CoD BR
As of info from 6 months ago, some sort of Battle Royale was in development for CoD2020. Map was supposed to be Cold War, more gory, gritty and realistic version of Blackout’s, may be possibly added to Warzone.
Here are the game’s key features:
Three coexisting dimensions to explore: reality, and the objective memories and subjective dreams in the mindscape
Move between realms to solve puzzles, unlock new dialog branches, and unravel the mystery
Learn psychological concepts to use powers and tools for navigating the strange and unpredictable unconsciousness
Every challenge is part of the mystery that creates unique moments with no filler
A multi-layer narrative that spirals into a complex web of real-world intrigue as surreal suspense
Get immersed in thought provoking tension, free from jump scares
Question the implications of AI, intrusion to the consciousness, privacy, and whether we see the world as it is or a subjective creation of our minds
Watch Dogs & The Stanley Parable is now free at Epic!
Avalanche Studios has announced that the creation of a self-publishing brand, Systemic Reaction. Systemic Reaction is responsible for Generation Zero, and has released a teaser trailer for its upcoming unannounced game.
Figment, Tormentor x Punisher and World War Z are available for free on Epic.
Doom Eternal does not have a main or render thread, Anti-Aliasing uses up to 32 temporal subsamples
id Software’s Tiago Sousa and Axel Gneiting have shared some new tech details about Doom Eternal.
According to Gneiting, Doom Eternal does not have a main or render thread. Instead, the game has jobs with one worker thread per core.
Fun fact: Doom Eternal does not have a main or render thread. It's all jobs with one worker thread per core.
— Axel Gneiting (@axelgneiting) March 21, 2020
Although Gneiting has not shared the exact number of jobs per frame, he estimated that it’s around 100.
I don't know the exact number, but I would guess in the order of 100 jobs. Jobs can spawn more jobs, but we also have preconstructed job graphs.
— Axel Gneiting (@axelgneiting) March 26, 2020
On the other hand, Tiago Sousa stated that the game’s Anti-Aliasing solution uses up to 32 temporal subsamples.
#DOOMEternal #idTech7 geek details: Anti-Aliasing uses up to 32 temporal subsamples (~32x SSAA). This iteration is also full quality on all platforms due heavy optimization (0.92ms on XB1 and runs async).
— Tiago Sousa (@idSoftwareTiago) March 27, 2020
Furthermore, certain techniques in id Tech7 rely on temporal accumulation to distribute costs over many frames. Thus, disabling it will result in on many techniques/surfaces looking super noisy/aliased.
Ohh nice! >=120hz is the way to the future ?
One note: certain techniques in #idTech7 rely on temporal accumulation to distribute costs over many frames. Disabling will result in on many techniques/surfaces looking super noisy/aliased.
— Tiago Sousa (@idSoftwareTiago) March 27, 2020
Tiago Sousa has also confirmed that Megatextures is no longer available in Doom Eternal. Instead, id Tech 7 uses streaming textures.
Many reasons: overall quality / shading flexibility / disk space (both for final product and keeping development sane) / faster workflows, and so forth.
— Tiago Sousa (@idSoftwareTiago) March 22, 2020