Fine Utilise Power of RadeonPRO Software & SweetFX

Discussion in 'Videocards - AMD Radeon' started by OnnA, Apr 17, 2015.

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  1. OnnA

    OnnA Ancient Guru

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    THQ Nordic news

    THQ Nordic has announced that it has acquired the Alone in the Dark and Act of War franchises from Atari.
    THQ Nordic has not announced any further details or any plans to re-release the previous games on modern-day platforms.

    We also don’t know if and when new parts for these franchises will be developed. THQ Nordic has acquired several IPs these past few months/years so we are not certain whether there will be a new Alone in the Dark game. I mean,
    THQ Nordic must be interested in such a thing otherwise it would not have purchased the IP.

    We are also curious about Act of War. Act of War was developed by EUGEN Systems and was a real-time strategy game. It was pretty cool and a nice alternative to Command & Conquer,
    however – and with the cancellation of the free to play Command and Conquer game – very few publishers have invested in the real-time strategy genre these past few years.
     
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    Devil May Cry 5

    Capcom has released a new gameplay trailer for Devil May Cry 5.
    Contrary to the previous trailers that focused entirely on Nero, this brand new TGS 2018 trailer showcases both Dante and Nero fighting demons.

    Devil May Cry 5 will be powered by RE Engine and looks absolutely gorgeous. The character models have been severely upgraded – compared to 4 – and while Nero does not really look close to his younger version,
    Dante appears to be older with some characteristics from Devil May Cry 4.

     
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    GRIP

    Wired Productions has shared details on the multiplayer features for its ferociously fast, futuristic arcade combat racer, GRIP: Combat Racing, including split-screen, tournament creation and online leaderboards.
    GRIP: Combat Racing will offer players a unique competitive experience, testing their reflexes to the limit as they hurtle towards the finish line at over 767 mph.

    As the press release reads, those wishing to take their highly tuned skills into the PvP sphere can enjoy:

    • Split-screen competitive play in both Race and Arena modes
    • 10 Player online multiplayer with full lobby and matchmaking support
    • Full tournament building support allowing racers to combine race modes and arenas from across GRIP’s galaxy to build bespoke playlists and competitions with friends
    • Online leaderboards for Carkour and Race modes
    Additionally, GRIP racers enjoying the Early Access build on Steam can now take on competitors and race to get their name on the board as the multiplayer mode has already been unlocked.

     
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    Bandai Namco has announced that JUMP FORCE will launch in February 2019, and has revealed 4 brand new playable characters that will be joining the game’s roster.

     

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    Call of Cthulhu

    Focus Home Interactive has released a brand new gameplay trailer for Cyanide’s upcoming Call of Cthulhu. In this new gameplay trailer,
    the Darkwater investigation begins to spiral out of control in the midst of unsettling conspiracies, bizarre cults and even the Old Ones themselves.

    As the press release reads, in Private Investigator Edward Pierce’s quest to unveil the truth, players will need to rely on a variety of upgradeable Skills to escape the clutches of madness and death.
    The Spot Hidden and Investigation skill paths let players uncover more clues and draw more meaningful conclusions, unlocking more topics to question in dialogues. Convincing the distrustful locals of Darkwater to reveal what they know will require proficiency in Eloquence and Psychology.

    Pierce’s Strength skill may also come in handy for when brute force is necessary, or to intimidate impressionable people into offering whatever they’re hiding.
    Expertise in Medicine and Occultism, improved only through discovering unique books and artifacts throughout the investigation, may grant additional insight – but knowledge can be a curse in Call of Cthulhu. The more aware Pierce is made of the horrors that dwell beyond the fabrics of reality, the more he will fall to insanity, impeding his ability to draw logical conclusions.

    Making the most of Pierce’s extensive set of skills, along with subterfuge and stealth, will be paramount in Call of Cthulhu, though escaping the gaze of the Great Dreamer may ultimately prove futile.

    The game release @ October 30th.

     
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    CRYENGINE 5.5

    As the press release reads, CRYENGINE 5.5 marks a major step forward in terms of ease of use with extensively overhauled and redesigned documentation and an updated, comprehensive course where absolute beginners are shown step-by-step how to create a full game in CRYENGINE.

    “Building on CRYENGINE’s reputation for putting the most powerful tools in game developer’s hands, the release also brings production-proven features to all users.
    CRYENGINE 5.5 has been developed with feedback from both the Hunt: Showdown Team and the invaluable feedback and suggestions from the CRYENGINE community around the world.”


    SVOGI Improvements: SVOGI, the feature which allows developers to create scenes with realistic ambient tonality, now includes a major advancement with SVO Ray-traced Shadows offering an alternative to using cached shadow maps in scenes.

    Documentation Overhaul: As requested by the community, redesigned and updated documentation arrives for designers, artists, programmers, and anyone who uses the Sandbox Editor. Veterans and newcomers alike will be able to quickly find what they need.

    Flappy Boid: Flappy Boid is a fun, accessible, and now comprehensive onboarding course enabling users to learn core game development concepts while building a finished game.

    Sandbox UI/UX Changes: The Sandbox Editor improves workflow, performance, and optimization, making the development process quicker and easier.

    Terrain Object Blending: Users can mark Entities with a Mesh Component to become a part of the terrain mesh, empowering more realism, especially with snow and sand scenes.

    Updated Entity Components: Multiple new and legacy Components come to the new Entity System, including the porting of legacy rain and water ripple Entities and a new VR Camera and Interaction Component to get users up and running with their VR project quickly.

    C# Upgrades: C# assets can be created directly inside of the Asset Browser and functions may be exposed to Schematyc for use inside of Entity Components. C# users will now be able to debug through Visual Studio via a new extension.

    Terrain System Improvements: Blend multiple materials and use a new displacement option in the sculpting tools for even more realistic terrain.

    Game Platform Plugins: A new Game Platform plugin allows for easy access to common distribution platforms and data transfer protocols, including Steamworks and PSN APIs.

    CRYENGINE Versions and Full Editor Source Code: Users can submit pull requests, access the full Sandbox Editor source code, and get preview releases via GitHub. Preview releases will also continue to be made available via the CRYENGINE Launcher.

    Unity Migration Guide: Unity Engine users can transfer their skills and content to CRYENGINE quickly and easily with our easy-to-use migration guide.

    New Sandbox Level File Format: This feature brings the ability to place level files anywhere within the project directory, and allows for dynamic population.

    Automated Packaging and Backing Up: Non-coders can simply share and release CRYENGINE content with new package build functionality within the CrySelect interface. A new Backup Project tool makes backing up projects simple.
     
    Last edited: Sep 20, 2018
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    Devil May Cry 5 Official PC System Requirements

    MINIMUM:

      • OS: WINDOWS® 7 (64-BIT Required)
      • Processor: Intel® Core™ i7-4770 3.4GHz or AMD FX-6350
      • Memory: 8 GB RAM
      • Graphics: AMD Radeon R7 260 or better
      • DirectX: Version 11
      • Storage: 35 GB available space
      • Additional Notes: *Controllers recommended *Internet connection required for game activation.
    RECOMMENDED:

      • OS: WINDOWS® 7 (64-BIT Required)
      • Processor: Intel® Core™ i7-4770 3.4GHz or AMD Ryzen 1500X
      • Memory: 8 GB RAM
      • Graphics: AMD Radeon R9 270X or better
      • DirectX: Version 11
      • Storage: 35 GB available space
      • Additional Notes: *Controllers recommended *Internet connection required for game activation.
    The game is currently scheduled for a March 8th of 2019!
     

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    World War 3 Official PC System Requirements

    MINIMUM:

      • Requires a 64-bit processor and operating system
      • OS: Windows 7 SP1 (x64)
      • Processor: Intel Core i5-2500K CPU
      • Memory: 8 GB RAM
      • Graphics: Geforce GTX 770 or AMD Radeon HD 7870
      • DirectX: Version 11
      • Network: Broadband Internet connection
      • Storage: 35 GB available space
    RECOMMENDED:

      • Requires a 64-bit processor and operating system
      • OS: Windows 7 SP1 (x64), Windows 8 (x64), Windows 10 (x64)
      • Processor: Intel Core i7 4790k CPU
      • Memory: 16 GB RAM
      • Graphics: Geforce GTX 970 or AMD Radeon R9 290
      • DirectX: Version 12
      • Network: Broadband Internet connection
      • Storage: 35 GB available space

    World War 3 will be coming to Steam Early Access on October 19th
     
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    Espire 1: VR Operative

    In Espire 1: VR Operative, players become “Espire Agents” and use cutting edge Virtual Reality hardware to remote-operate the Espire model 1 from the safety of their “Control Theatre.” The technology behind the “Control Theatre” and the game’s movement system lies at the heart of Espire 1: VR Operative’s gameplay and intuitive VR control system. Any time a player performs any artificial locomotion, the game world shrinks down to the size of a floating tablet, with the Control Theatre visible in the player’s peripheral vision. This “VR within VR” system allows for precise full freedom of movement, maintains immersion, and also eliminates “VR motion sickness” for almost everyone.

    The Control Theatre is fully customizable to suit the player’s level of comfort, up to fully disabled for those already comfortable moving in VR. Check out this developer diary from Michael Wentworth-Bell, Founder of Digital Lode and Game Director for Espire 1: VR Operative for a closer look at the game’s Control Theatre locomotion system.

    Tripwire CEO and Co-Founder John Gibson said:

    “We were blown away when Digital Lode first showed us Espire 1: VR Operative. Not only is the game amazing, but their Control Theatre movement system finally enables the dream we’ve all had of VR to become reality – full freedom of movement in VR that the masses can enjoy without motion sickness. We’re blown away to be able to work with Digital Lode to bring this game to the players.”

    Digital Lode Founder Michael Wentworth-Bell added:

    “Tripwire is a publisher that has understood the challenges a fledgling independent development team faces and have been able to catapult our team forward. Tripwire’s experience in VR development with Killing Floor: Incursion has helped save the Espire team countless hours of R&D. Espire 1: VR Operative has been a dream opportunity to establish a new stealth IP, while re-imagining stealth game mechanics in the unique medium of VR. Without Tripwire’s oversight, this dream would have remained out of reach.”


     

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    Forza Horzon 4 new patch is out !

    Forza Horizon 4 Demo Patch Release Notes

    • Increase NVIDIA min driver version to 399.24 (PC)
    • Stability fixes: General stability improvements based on telemetry received from retail players (XBOX+PC)
    • Crash during season swap (XBOX+PC)
    • Performance: Fix for framerate lock becoming incorrectly set after autumn drive (PC)
    • Streaming improvements to reduce track drop-out issues. (PC)
    • Stutter reduction when using unlocked framerate. (PC)
    • Quality: Quality improvement for FXAA (PC)
    • Audio reinitialise when output device changes (PC)
    • Fix for stuttering audio at end of benchmark and in photo mode. (PC)
    • Fix for black screen corruption in HDR (XBOX+PC)
    • Fix for flickering procedurals (PC)
    • HDR improvement with glass on Durango (XBOX)

     
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    Video of a ray traced version of Enemy Territory: QUAKE Wars.
    The ray traced port has been done by the Intel Ray Tracing research group.
    Intel Xeon 16 core was used - to render at 720p w/24-27fps on average.

     
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    The Bard’s Tale IV: Barrows Deep First Patch Release Notes

    • Added FOV slider to the options menu
    • Added ability to delete each save independently
    • Updated ordering of PAK files to improve loading times up through Skyhenge
    • Tweaks to volumetric fog in many areas to reduce load on the GPU
    • Optimization of Kael’s Rudiment VFX to improve performance issues in combat
    • Fix for puzzle weapons not saving their puzzle state if they were equipped when solved
    • Fix to puzzle weapon crafting icons to remove stretching issues
    • Updated materials on some puzzle weapons handles not displaying properly on high, medium, low quality settings
    • Increased speed of Rain of Arrows enemy animations to reduce slowdown
    • Fix to a crash when pressing End Turn when the player has an exploding arrow on that would kill them after the turn
    • Added skill tree icons in subterfuge for lockpick and mastery
    • Raised FPS cap on smoothing to 260
    • Fixes to Inner Peace, Mindful, and Quick Thinking to not activate only once
    • Added windowed mode drop down to replace checkbox
    • Fix for game softlocking if a tutorial popped up right as a note was read
    • Fix for electric boon line crash with certain abilities proccing out of combat
    • Fix for a combatants kill action that could be triggered multiple times and after the end of combat screen which could cause a soft lock, notably with conjurers mark
    • Fix for activating a standing stone right as combat starts causing a soft lock
    • Fix for 2 handed weapons with 2 skills that were losing the first skill when level loading or training skills
    • Fix for issue where combat statuses weren’t being removed after combat
    • Removed the ability to destroy ink recipes in Mangar’s Tower
    • Updated Mangar’s horde fight in Mangar’s Tower so traps go away when defeated after save/load
    • Fix for a fairy golf collision issue in Baedish Lowlands
    • Audio improvements to final game scene
    • Removed code that auto sets controller functionality if a gamepad is connected. Gamepad functionality will be added in patch 3
    • Updated Blessing of Mathan VFX to remove untextured squares
    • Drunk tutorial should no longer fire off when stepping into a trap
    • Added aspect ratio adjustments when resolution is changed
    • Fix for changing between resolution, language, and fullscreen in the options menu causing the game resolution to revert to 1 x 1
    • Switched Sybale’s background VFX to the rogues set instead of the bards set
    • Fix for issue where pausing the game in certain (spoilers removed) cutscenes could cause the game to be unresponsive
    • Updates to floating damage text for readability
    • Fix for Rabbie’s FaceFX for Snow in Summer song.
    • Fix for issue where level transitions while dual wielding two main hand weapons would destroy the main hand weapon and dupe the offhand weapon
    • Fix for Elven wine tooltip to show amount of spell points you generate on use
    • Small walkability fix in Fichti forest
    • Fighter’s mana bar shows up now if they have the Veteran passive
    • Updated traps in base of Song of the Sentry to deal damage to the whole party
    • Updated text on skill points tutorials
    • Fix to Harkyn’s Castle and logic puzzle quests to properly complete
    • Fix to secret doors in Iwon Reg that became impassable after save/load
    • Fix for an issue where an equipped trinket would duplicate if a consumable trinket was swapped with it
    • Made the Torr Fion key a quest item
    • Can no longer spam a lever in Mangar’s tower that would restrict the skulls
    • Fix for Show North so it’s not useable in combat
    • Fix for bug where mana was using the current mana value and not the max mana value with certain items
    • Fix for wraith sub-abilities not respecting mana costs
    • Update to a combat space in Iwon Reg that was on top of spikes
    • Fix for an issue in Baedish Forest where there was a chance to get stuck in a combat space
     
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