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Downloadable games must ship on Xbox Live Arcade at least simultaneously with competing platforms or Microsoft may refuse to publish them, Eurogamer can reveal.

 

Microsoft also demands publishers release games with at least the same content "on-disc" across platforms.

 

http://www.eurogamer.net/articles/2011-08-24-why-microsoft-wont-publish-psn-firsts

 

Er dette hovedgrunnen til at Rayman er forsinket over et halvt år mon tro, tipset kom fra en debattant i komentarfeltet under en annen artikkel, men meget interressant.

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Downloadable games must ship on Xbox Live Arcade at least simultaneously with competing platforms or Microsoft may refuse to publish them, Eurogamer can reveal.

 

Microsoft also demands publishers release games with at least the same content "on-disc" across platforms.

 

http://www.eurogamer...lish-psn-firsts

 

Er dette hovedgrunnen til at Rayman er forsinket over et halvt år mon tro, tipset kom fra en debattant i komentarfeltet under en annen artikkel, men meget interressant.

Neppe.

 

De retningslinjene gjelder kun i tilfeller der MS er utgiver for spillet. Og Rayman Legends er dessuten ikke et XBLA-spill.

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The result is unarguably the one of the most impressive, technologically challenging cross-platform conversions the Wii U has in its roster. Owing to the 1GB of RAM available to developers - compared to the 512MB on Xbox 360 and PlayStation 3 - the Wii U version features the enhanced textures currently found only on the PC version. It sounds like an ambitious addition, but it proved to be no issue for the team.

 

 

"There's a switch in our build pipeline that says 'use PC textures' and we flipped that and that was all," Hamadi laughs. "I can take no credit for that, it was literally ten minutes' work... we are using PS3/360 geometry. It's just the textures we upgraded."

 

Questions about the theoretical bottlenecks of the Wii U hardware - the RAM set-up, the bandwidth - are left unanswered. Partly because we're straying into NDA territory and partly because we get the distinct impression that, for Criterion at least, it wasn't an issue.

 

 

"Tools and software were the biggest challenges by a long way... the fallout of that has always been the biggest challenge here," Idries reaffirms. "[Wii U] is a good piece of hardware, it punches above its weight. For the power consumption it delivers in terms of raw wattage it's pretty incredible. Getting to that though, actually being able to use the tools from Nintendo to leverage that, was easily the hardest part."

 

But hang on a second. This does somewhat dispute the established narrative suggested by more than one developer of a console using out-dated CPU technology derived from the Wii, which in turn was an overclocked, tweaked version of the GameCube. Ten minutes into our chat and Idries hasn't once mentioned the infamous lack of Wii U CPU horsepower. Wasn't this an issue for developing Most Wanted on the new Nintendo console? He pauses for a short moment while framing his answer.

 

"When they first looked at the specs on paper a lot of developers said, 'Well, you know this is a bit lightweight' and they walked away. I think a lot of people have been premature about it in a lot of ways because while it is a lower clock-speed, it punches above its weight in a lot of other areas," he explains.

 

I think people should either go all-in or not bother."

 

http://www.eurogamer.net/articles/digitalfoundry-need-for-speed-most-wanted-wii-u-behind-the-scenes

 

Skal bli spennende å se resultatet.

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