Sentences with phrase «shader system»

The current consumable shader system incentivizes hoarding rare shaders, never actually using them for fear that gear might change or you'll get a better different shader.
It has been three weeks since the launch of «Destiny 2,» but the new shader system remains one of its biggest issues.
The graphical shader system is undoubtedly of on the best features of the presentation.
Subscribe to PCGamesN on YouTube Two of Destiny 2's biggest controversies to date have been the changes to its shader system, and the gameplay - affecting mods in its loot boxes.
Perhaps the biggest issue with the new Destiny 2 shader system is the fact that players are always looking to upgrade their weapons and armor.
Making matters worse for players is that Destiny 2 director Luke Smith affirmed Bungie's support of the new shader system after the game was released.
Destiny 2 players, however, should keep trying to get Bungie to change the shaders system, as it was a huge part of Destiny that was needlessly made worse in the sequel.

Not exact matches

In 2014, more than 800 American shad and 180,000 river herring were counted by scientists at the newly - installed fish lift at the Milford Dam, the first mainstem dam on the system.
Yoga is one of the six main systems of Indian philosophy called Shad - Darshanas.
Due to the quality for shaders of the system, the graphical details can be very prominent for a Mario party game, so there's no real reason to hold back.
Half of the RAM is for games and other half is for system so its safe to assume their GPU's have 256 VRAM with barely any shader 3.0 features.
Wii U has 2 GB total RAM with 1 GB for games and 1 for the system and OS so its also safe to assume Wii U's GPU has 1 GB VRAM with shader 5.0 features.
Minimum System Requirements OS: Windows XP (SP3), Vista (SP1) or Windows 7 CPU: 2.8 GHz processor or equivalent Memory: 1 GB RAM (XP), 2 GB RAM (Vista or Windows 7) Video Card: NVIDIA GeForce 6800 or better (7300, 7600 GS, and 8500 are below minimum system requirements) ATI X1600 Pro or better (X1300, X1300 Pro and HD2400 are below minimum system requirements) 256 MB Video Card and Shader Model 3.0 required DirectX: The latest version of DirectX 9.0 c Hard drive: At least 10 GB of hard drive space for installation, plus additional space for saved System Requirements OS: Windows XP (SP3), Vista (SP1) or Windows 7 CPU: 2.8 GHz processor or equivalent Memory: 1 GB RAM (XP), 2 GB RAM (Vista or Windows 7) Video Card: NVIDIA GeForce 6800 or better (7300, 7600 GS, and 8500 are below minimum system requirements) ATI X1600 Pro or better (X1300, X1300 Pro and HD2400 are below minimum system requirements) 256 MB Video Card and Shader Model 3.0 required DirectX: The latest version of DirectX 9.0 c Hard drive: At least 10 GB of hard drive space for installation, plus additional space for saved system requirements) ATI X1600 Pro or better (X1300, X1300 Pro and HD2400 are below minimum system requirements) 256 MB Video Card and Shader Model 3.0 required DirectX: The latest version of DirectX 9.0 c Hard drive: At least 10 GB of hard drive space for installation, plus additional space for saved system requirements) 256 MB Video Card and Shader Model 3.0 required DirectX: The latest version of DirectX 9.0 c Hard drive: At least 10 GB of hard drive space for installation, plus additional space for saved games.
These include a Network Programmer; working on a specific in - house client, a Programmer with Havock and Shader knowledge, a «Planner» (Designer; specifically to work on the battle system...
Its exibility allows, besides the creation of a game in one of the most popular game genres, also exploitation of Xbox 360's hardware for variety of tasks, ranging from shader development, rendering of terrain through particle systems to visualization of AI algorithms, which are very tightly bound to this game genre.
The skills that students can expect to learn include particle systems, Blueprint templates, cascade, shaders, artificial intelligence, and materials.
Shader changes are also in the works, but Bungie is looking into in - depth changes of the system which will take some time to hammer out, so we don't have any details yet.
Prototype and demonstrate shaders for our Engineering department to implement with our proprietary material systems.
Inspired by Star Wars: The Old Republic, I attempted to re-create the hologram shader that is frequently used during their conversation system.
Its advanced features include a clock system, an animation chaining graph, custom animation events, 3D hierarchical positions, visual FX, differential scrolling, unified fragment shader support, on - the - fly sound recording and processing, a font exporter, and a real time CPU profiler.
• Awesome and rewarding fighting system (melee attacks, ranged attacks, zone attacks, combos, dodges...) • A wide choice of upgrades to customize your own style, attack and skills A HIGH PRODUCTION VALUE GAME • Explore an open world Manhattan • Full 3D New York City with cutting - edge graphics • Advanced shaders and visual effects
It means we can include things like physics, real time lighting shaders, a particle system and post-processing effects such as bloom whilst running at a solid 60 fps.
-- Two complete environments (Alaska, New Cairo) and a WIP one (Abruzzo)-- Complete new camera system with position and intention prediction — New Engine SplineComponent with full deformation control and normalisation — New SSS Shader for the ice in Alaska — Jump System and Fly Mode — New track elements, nice and shiny — Polishing on the tracks to enhance the sense of speed and progression — New eyecandy effects (camera, light shaft, fov adaptation, esystem with position and intention prediction — New Engine SplineComponent with full deformation control and normalisation — New SSS Shader for the ice in Alaska — Jump System and Fly Mode — New track elements, nice and shiny — Polishing on the tracks to enhance the sense of speed and progression — New eyecandy effects (camera, light shaft, fov adaptation, eSystem and Fly Mode — New track elements, nice and shiny — Polishing on the tracks to enhance the sense of speed and progression — New eyecandy effects (camera, light shaft, fov adaptation, etc...)
It features: — 3D real - time sandbox game built with Unity game engine — metallic shader, lighting, particle effects, lens flare, explosions, fx — space combat RPG with extensive skill tree — open and living universe where 600 + ships fly around autonomously — epic story with dialogue system that allows real choices — recruit 6 wingmen and 2 can fly with you at a time — even discover romance with another wing pilot — recruit 5 corporate pilots who can fly trade routes on your behalf — trade, fight, mine, pirate, scan for derelict ships and wormholes — many mission types: epic, freelance, dynamic, wingman acquisition, faction loyalty — deep combat mechanics, AI, and faction standings — 20 + ships, 180 + modules, 33 solar systems with a unique follow - through - warp mechanic — 15 + factions to vie favor or destroy — cinematic camera shows you the action when it happens — fly manually with or without Newtonian physics or use autopilots exclusively — 22 track theatrical - quality award - winning soundtrack by renown composer, Sean Beeson — cloud save lets you continue your game at home or on the go MEMORY: Dangerous uses a lot of memory during play, so if you have an older device, please close extraneous programs and reboot prior to playing.
We'll be talking more about Shader Pre-Caching in the coming months as the system matures.
It has faded because there has been time for the relatively benign nature of paid - for Bright Engrams and consumable gear shaders to emerge, and for these systems to become understood as part of a broadly positive restructuring of Destiny's endgame grind.
Tons of other aspects have been tweaked as well, including an overhauled leveling system based purely on experience with a new cap (Level 40), more quests with clearly explained steps / rewards and, of course, new guns, armour and shaders.
Shaders, items that change your character's color, are now one - time consumable items, a departure from the original game's system that players use them infinitely.
in - depth knowledge of multiple game systems, including but not limited to: compression, computer game hardware, particle systems, character skeletons, image manipulation, command line / scripting systems, kinematics, shaders, and 3D packages
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