Xbox One Console Reviews

Keeping Arkham Knight's Gameplay Fresh


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Dude what the fuck is up with the team balancing in Titanfall. I'm playing capture the flag again a team with Generation 5 players three straight match of this bullshir
 
Dude what the fuck is up with the team balancing in Titanfall. I'm playing capture the flag again a team with Generation 5 players three straight match of this bullshir

It's screwed. Save yourself the headaches and frustration and just back out and find a new lobby that's more even. They said they are aware of it and will fix it in a future patch.
 

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In an early slide at his GDC presentation today, Microsoft Graphics Development Manager Anuj Gosalia presented a timeline for DirectX development dating back to 1995. On the 2014 line, the timeline asked the audience a rhetorical question: "This is where we're supposed to die?"

DirectX is far from dead, though. As Microsoft teased earlier this month and described in more detail today, DirectX 12 will be rolling out to developers with a preview release later this year, in time to target development of DirectX 12-powered games for the 2015 holiday season. Developers who simply can't wait can talk to Microsoft about getting early access even sooner.

In his presentation, Gosalia highlighted the divergence in power increases between CPUs and GPUs in recent years. While GPU performance has shot up aggressively, CPUs have had to rely on multi-threading to achieve more modest performance gains. Developers and engine and driver makers have made use of this glut of relative GPU power by cranking up the resolution and increasing the quality of in-game models, but it has been more challenging to achieve gains in how much the GPU can render in a single frame, Gosalia said.

That last part is the focus of DirectX 12. The new version of DirectX, and the key Direct3D drivers underlying it, wants to give developers the ability to "fully exploit the CPU," Gosalia said. DirectX 12 will be the first version of the API to "go much lower level" allowing console-style direct access to GPU system calls through APIs mapped specifically to a wide range of hardware. "With DirectX 12, we want the fastest way to exploit the GPU," he said.

DirectX 11 introduced the ability to put together sequences of instructions for the GPU on multiple threads. However, actual dispatch to the GPU was still performed on a single thread, and the design of DirectX 11 means that some of the work must be done on that single thread. Moreover, not all GPU drivers support this capability. DirectX 12 will increase the amount of work that's performed on the different cores, and similarly reduce the burden on the main thread.

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Under DirectX 12, apps will have the ability to track the GPU's pipeline status directly, without relying on the API or driver as a middleman. Developers will be able to directly control when a resource changes from a texture to a render target and back, for instance, and control where resources are placed in the system heap. Developers will also be able to bundle resources into groups for easier tracking.

Gosalia said these kinds of low-level features are "targeted towards the smartest game developers," but will give unprecedented performance for those willing to get into the weeds. "For developers that want to get down deep, do their own resources management... this is going to be an API that will be super exciting to them," Nvidia Executive VP Tony Tomasi said in support of that goal. "It's all up to us, and that's the way we like it," added Turn 10's Chris Tector, who demonstrated a version of Forza Motorsport 5 ported from Xbox One DirectX 11 to PC DirectX 12 in about four man-months, with a large increase in performance.

Microsoft also discussed new CPU indexing algorithms in DirectX 12 that choose which core to use for specific tasks with no overhead. This lets those cores work completely asynchronously, Gosalia said, and maximizes the power of today's multi-core processors. In a demonstration running on an Intel i7 processor, he showed a scene that leaned heavily on the primary core under DirectX 11, with the other three cores only helping out a little bit. After porting to DirectX 12, the system load was balanced almost perfectly evenly over all four cores, leading to an almost five-times reduction in total CPU times and much more overall overhead.

There are other optimizations to reduce system loads in DirectX 12 as well, Gosalia said. Since "most apps and games have a lot of similarity in what they draw from one frame to another," DirectX 12 has algorithms to reduce the overhead from recalculating minor state changes in a scene. A new heap implementation will amortize the creation and destruction of resources, limiting system costs. DirectX 12 will introduce a new, faster resource binding model and allow for faster reuse of memory freed up by used resources that are no longer needed. Developers will also be able to decompress ASTC and JPEG images in hardware.

Compatibility

While previous versions of DirectX have often required new graphics hardware built specifically with the new APIs in mind, Microsoft suggested that a large portion of existing hardware would be able to support DirectX 12 and see immediate benefits from its roll out. That includes 80 percent of the new gamer PCs selling today, according to Gosalia's estimates, and 50 percent of all PCs that will be "out there" by the time DirectX 12 ships. Every Xbox One will be capable of running DirectX 12 games as well, he said, alongside many Windows Phones.

Specifically, AMD "Graphics Core Next" GPUs, broadly HD 7000 and up, and NVIDIA Fermi, Kepler, and Maxwell GPUs (which is to say, all of the company's DirectX 11 parts) will all support DirectX 12.

"People who have our current CPUs, they get the benefit of this API on day one," AMD's Raja Khodury said on stage. "And it's not a small benefit. It's... like getting four generations of hardware ahead with this API."

Nvidia's Tomasi echoed a similar sentiment, saying that all of its cards that currently support DirectX 11 will have DirectX 12 support from day one. Those high-end Nvidia cards alone represent what Tomasi estimated was about 40 percent of the current universe of gaming GPUs, based on Steam statistics. Those existing cards will see orders of magnitude improvements from DirectX 12's release, he said, "going from 100s of thousands to millions and maybe tens of millions of system draws a second."

On the mobile side, Qualcomm Engineering VP Eric Demers said that features like reduced CPU overhead and the resultant lower energy draw in DirectX 12 are "music to my ears from a power standpoint." DirectX 12 could also make it easier to see Xbox and PC titles transition to mobile forms, but he warned that "we'll see how that experience goes."

During a Q&A, Gosalia pointedly dodged a question about whether Microsoft would be offering DirectX 12 support on Windows 7. "We understand your desire to get DirectX 12 on the broadest set of hardware," he said. "We won't be announcing anything today, but stay tuned."


http://newsle.com/article/0/132860618/
 
Bioware's Manveer Heir on Diversity in Games: Adam Sessler Interviews at GDC 2014

Adam took some time during the 2014 Game Developers Conference in San Francisco to talk to Bioware's Manveer Heir about the things the industry does right - and wrong - when it comes to minority representation in games.

 


Yesterday, a GameSpot source told us that Electronic Arts had landed the rights to publish a sequel to this month's multiplayer shooter Titanfall. Now, sources have informed Polygon that Titanfall 2 will not be exclusive to Microsoft platforms.

Titanfall is currently exclusive to Xbox One and PC; the Xbox 360 version is due out on April 8. EA has not commented on the rumors.

That a sequel to Titanfall is in development and that it will see a release across multiple competing platforms is not much of a surprise. Asked in October if Respawn Entertainment would make a PlayStation 4 game some day, cofounder Vince Zampella said, "Of course we will, just not the first Titanfall."

For more on Titanfall, be sure to check out GameSpot's review and what other critics are saying.
 
I just really think they don't want to be Microsoft's mascot... They want to crush COD, and they can't do that locked into one console platform...
 
Microsoft should've dropped the price a long time ago. Software is not the problem, that $500 price is. Now Walmart is doing it for them.



Titanfall bundle discounted by $50 at Walmart

Walmart is offering a $50 discount on the new Titanfall Xbox One bundle, bringing it down from $500 to $450. The deal looks to be available both online and in stores, and should you prefer you can get your new console minus giant mechs by picking up the standard Xbox One bundle for the same price. Walmart isn't indicating how long the discounted price will be available for.

Microsoft released the Titanfall Xbox One bundle alongside Respawn's multiplayer shooter last week, priced $500 in North America as per the system's launch price. The Xbox One did get a price cut in the UK, though, after Microsoft reduced the suggested tag from £430 to £400, including the Titanfall bundle.



Source: Walmart
 
Titanfall Multiplayer: Three Epic Tips! (Xbox One Titan Fall Tip and Tricks Gameplay)



Prestige Mode in Titanfall: Generations (Titan Fall Multiplayer Gameplay Prestiging Level Extra XP)

 
Bungie outlines ambitions for Destiny's extensive character customization

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Allowing players to build highly customized avatars to their personal liking is becoming a staple of many big franchises; massively multiplayer online role-playing games have already been doing it for years, and doing it well. But Bungie is taking character creation to a whole new level for its next game, offering an ambitious number of skins, armor, weapons and other items for players to work with.

In a panel at GDC this morning, Bungie technical art lead Scott Shepherd discussed the work going into Destiny's extensive character creation system. Characters' bodies are broken into four "slots": the head, chest, arms and legs. Throughout Destiny, players will be able to collect new pieces that can be equipped into these slots. Shepherd said the development team is working to create a balance of power and aestheticism with these pieces, making them both functional and vital to gameplay progression but also visually appealing to players.

Shepherd detailed the basic design aesthetics Bungie is using for Destiny's three classes, the Hunter, Warlock and Titan. The Hunter class is meant to look like they scavenge the wilderness for gear, with capes torn to scraps and gear based off hazmat suits and gas masks. The Warlock class, the "warrior-scholars," wear cloaks and robes with hardware tucked underneath. Inspiration for their outfits was drawn from a wide range of sources, from wizards to World War I soldiers. The Titan class is the most heavily armored of the three classes, with gear inspired by medieval armor layered over tight-fitting suits.

Bungie crafted pieces that could be used over and over within multiple armor sets. Shepherd said Destiny is a franchise Bungie wants to grow over the next decade, so the desire for longevity meant the customization system needed to be tailored to remain accessible for years. As players pick up gear, they need to be able to keep and use that gear as the game grows in the coming years.

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Shepherd said developers really began digging into the customization system once they began thinking of characters less like whole people and more like a set of legos, pieces that could be built up over time according to players' desires. He introduced Mash Up, Bungie's internal character customization program that remixes bits and pieces of armor and gear into complete items players can equip. Shepherd's demonstration of the system showed an artist using Mash Up to build a helmet, placing the visor, sides and other pieces in a myriad of different ways — many helmet iterations are possible from the same cluster of item bits.

Bungie created several color palettes for each of the three classes, with gear changing both shape and color the more advanced the pieces become. The team also made tools that would automatically help alter bits for the female physique, eliminating the need for programmers to "massage the geometry" manually every time a costume piece needed to be made for a woman. These tools help developers efficiently create parts for both male and female characters at an accelerated pace and ensure that items like chest pieces and pants fit and look the way they should on both avatar genders.

Bungie is continuing to iterate on the customization system as the game approaches launch this fall. One new feature will be an extensive decal system, and the team will also expand the game's color dye system, adding the ability to give accent colors to pieces as well as shininess and gradient to items.

"We've seen the system get better and better the more content we add to it," Shepherd said. "This bodes well for a franchise we want to expand on for years and years."


 

A new patch for Titanfall has been released on Xbox One and PC; the patch is slowly rolling out, and Respawn has put the patch notes up of what the patch contains. The patch will finish rolling out tomorrow to all servers.


3/21/2014 Server Changelog
Balancing adjustments and general changes

  • - The damage indicator from Electric Smoke is now much more noticeable
  • - Search Drones will now show up in Classic Modes of Angel City
  • - Arc grenade/mine effects no longer draw on friendly Pilots and Titans
  • - Lowered the point value of defensive actions in Hardpoint mode and CTF.
  • - Increased the score limit in Attrition
  • - Flag Return points reduced
  • - Flag Carrier killed points reduced
  • - Explosives detonated by Dead Man’s Trigger are now slightly delayed
  • - Explosives detonated by Dead Man’s Trigger now play a warning sound before exploding
  • - Slightly decreased the damage of the Smart Pistol when not locked onto a Pilot
  • - Slightly decreased the hip-fire accuracy of the Smart Pistol
  • - Certain Burn Cards could be exploited to give multiple uses
  • - Evac Dropships are now more responsive to Pilots entering them
  • - Hacking a Mega Turret will now restore it’s health to full
  • - Cluster Missiles damage reduced against Evac Dropships
Bug Fixes

  • - Titan could become stuck in the position he lands in
  • - Auto-Titan wouldn’t stand up until you embarked into it
  • - Several rare server issues restarting the game in to the lobby
  • - Pilot could end up out of bounds while rodeoing a Titan as it is destroyed
  • - Pilot could warp through certain locations when jumping off a Titan
  • - Rodeoing a Titan that has been doomed by your SMR could kill you
  • - Players being able to enter some geometry in Smuggler’s Cove
  • - Titanfall will now give proper kill credit when it kills a Pilot embarking into their Titan
  • - Minions in Attrition now continue to spawn until the Epilogue begins
  • - Player couldn’t hack a Mega Turret console
  • - Server would sometimes error when leeching a Spectre
  • - Hardpoints sometimes awarded defense score to players not near the hardpoint
  • - Rare issue when ejecting from a Titan
  • - Server would sometimes error after a match while returning to the lobby
  • - Double XP burn card sometimes not being applied properly
SOURCE: Respawn



Titanfall performance updates will be coming in future client patches

On Friday, Respawn released their first post-launch server update to Titanfall. That update is now out on all servers, and there’s nothing the end user needs to do to get the update. For performance issues, Respawn has stated on their forums that those updates will be coming as part of future client patches – these are the patches you will be asked to download when you load up Titanfall.


On the Respawn forum’s, glutinous said, “This was a server patch. Most perf stuff will be coming in client patches.”


Respawn hasn’t given an exact date as to when performance updates will be coming.
SOURCE: Respawn Forums
 
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Microsoft may be announcing a new Xbox One exclusive this year from a Japanese developer, according to an interview in Famitsu with head of Microsoft Studios Phil Spencer.

Following his fireside chat at the 2014 Game Developers Conference last week, Spencer said Microsoft is planning special announcements to coincide with the launch of the Xbox One in Japan this September. When asked what games Japanese fans could look forward to with the Xbox One, he hinted that a well-known Japanese developer is providing an exclusive title for the console.

"The release date for Japan has been decided, and I'm very excited," Spencer said. "We will release a unique, exclusive title for the Xbox One from a wonderful Japanese developer."

Spencer also added that fans can expect announcements featuring "something never before seen" from Microsoft at the 2014 Tokyo Game Show, which will take place just outside the city Sept. 18-21.

During his fireside chat at GDC — during which he filled in for Marc Whitten following the Xbox vice president's announcement he is leaving the company — Spencer discussed the growing virtual reality space. He said Microsoft welcomes competition from companies like Valve and Sony, who are already making strides in the VR space, and noted that a renewed focus on PC is "definitely happening" within Microsoft.

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Microsoft trademarks Secrets and Treasure, logo unearthed

Is this one of the Xbox exclusives due for reveal at E3?

Nothing like a touch of intrigue to round out the working day - Microsoft has filed a trademark application for a new game called Secrets and Treasure.

The company filed the application with the US Patent & Trademark Office last week, on 14th March. The patent is listed as game software, so it is indeed a game, but what kind of game - mobile or console - is still open to speculation.

Gamespot reports that Microsoft registered the URL "secretsandtreasure.com" last February, though the URL currently just redirects to a Bing search.

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Phil Spencer has recently hinted at an Xbox One exclusive for Japanese markets that's due to be revealed around this year's Tokyo Game Show. Microsoft has also promised that this year's E3 will focus heavily on games. Could this 'Secrets and Treasure' be an upcoming exclusive?
Thanks, Gamespot.
 
Time Warner Cable might take it this year.


EA’s Worst Company In America Reign Comes To An End With Loss To Time Warner Cable


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Video game giant Electronic Arts stepped into the Worst Company In America nonagon of unpleasantness this morning crowned with two Golden Poos and with the confidence that the tournament’s only two-time winner deserves. But in the end, it wasn’t EA that was carried out of the arena in victory — it was Time Warner Cable.

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In the narrowest margin of victory since 2011, when BP beat Bank of America for the WCIA by less than one percent, Time Warner Cable upset EA’s attempt at a three-peat by eking out 51.2% of the vote.

Despite its cock-up of the Battlefield 4 and Titanfall releases, EA just didn’t have the all-out support that it had received in the previous two tournaments. And while Time Warner Cable has always merited a spot in the WCIA brackets, the company’s pending merger with former WCIA champ Comcast undoubtedly played into readers’ voting decisions. Judging by the absolute crushing that Comcast brought down on Yahoo in its first round match, there is a lot of hatred out there for the nation’s largest cable/Internet provider, and today’s TWC result confirms that voters are more than happy to spread that hate around.

In theory, there could be a final Death Match showdown between merger partners TWC and Comcast, but there are some big speedbumps in the way. Before we can even start planning that contest, TWC will need to defeat Koch Industries in Round Two.

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AMERICAN AIRLINES VS. LULULEMON
It probably not a surprise that the nation’s newly merged, now-largest airline beat out a yoga apparel company with pants that were so see-through that the CEO, and the company co-founder, and others had to step down. In fact, WCIA newcomer Lululemon should not be in downward-facing-dog after its loss, as it managed to earn nearly 1/3 of the vote against a much bigger company in an industry people love to hate.

The next round will be a true test of American’s WCIA worth, in a red-white-and-black-and-blue battle with Bank of America.

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TICKETMASTER/LIVE NATION VS. AETNA
Even though we hear lots of hate for health insurance companies and one or two always makes the bracket, they never seem to go very far. The latest healthcare hopeful to go all Glass Joe in the WCIA ring is Aetna, which didn’t really stand a chance against perennial Final Four contender Ticketmaster/Live Nation. After all, not everyone has Aetna, but if you want to see a concert or sporting event, there’s a good chance you’ll be paying the Ticketmaster piper his fee.

Looking ahead to Round Two, Ticketmaster will face off against either newcomer SeaWorld or the acetaminophen-pushers of Johnson & Johnson/McNeil.

For those keeping track at home, with four matches left to go in Round One, here’s how the bracket looks right now:

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http://consumerist.com/2014/03/24/e...mes-to-an-end-with-loss-to-time-warner-cable/
 
Nah, that was Guerrilla Cambridge and SCE London Studio. Cambridge made Killzone Mercenary for the vita. And Guerrilla Games made Killzone Shadow Fall for the PS4. Cambridge is the sister studio.

*edit Evolution Studios also.
 
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