UPDATE: Our launch-day Battlefront GPU benchmarks are now live. Refer here for updated charts.
The PC version of Star Wars: Battlefront was made available through beta channels yesterday and, somewhat surprisingly, the graphics settings and assets appear to be fairly feature-complete. It's possible (even likely) that some final optimizations are in the pipe leading up to launch but, for now, the game's high-resolution, high LOD assets are a testament to its preparedness for benchmarking.
Star Wars: Battlefront fronts some of the most advanced, realistic graphics we've yet seen, rivaling GTA V and The Witcher 3 in intensity and technology. Battlefront makes heavy use of terrain deformation and tessellation to add the appearance of greater depth, smooth terrain elements, and create a landscape that scales impressively well at various view distances.
We deployed a suite of video cards to benchmark Star Wars: Battlefront in an exhaustive test, including SLI GTX 980 Tis, the Sea Hawk 980 Ti, GTX 980, GTX 970, 960s, 950, the 390X, 290X, 270X, and more. This Star Wars: Battlefront benchmark compares FPS of graphics cards at maximum (ultra) settings, high, and medium settings in 1080p, 1440p, and 4K resolutions.
Disclaimer: This article makes no intentions to comment on gameplay value. We're strictly looking at visuals and framerate performance in Battlefront.
In this sixth episode of Ask GN, we're addressing user concerns regarding the recent Star Citizen & Escapist engagement, the relevance of RAM speed and density, PCI-e lane differences (chipset vs. CPU), and 4K gaming bottlenecks.
Our thanks to the engaged fans who have continually, for six episodes, submitted high-quality, thought-provoking questions.
You can find the full Ask GN episode below:
Our most recent interview with Cloud Imperium Games' Chris Roberts became a two-parter, following an initial discussion on DirectX 12 and Vulkan APIs. Part two dives deeper into the render pipeline, network and render optimization, zoning, data organization, and other low-level topics relating to Star Citizen. A lot of that content strays from direct Star Citizen discussion, but covers the underlying framework and “behind-the-scenes” development operations.
Previous encounters with Roberts have seen us discussing the game's zoning & instancing plans in great depth; since then, the Roberts has brought-up the system numerous times, expressing similar excitement each time. It is clear to us that the zoning and instancing architecture have required a clever approach to problem solving, evidenced to us by a previous pre-interview conversation with the CIG CEO. In a pre-shoot talk, Roberts told us that he “loves engineering problems,” and had considered the instancing system to be one of the larger engineering challenges facing Star Citizen. The topic of instancing was again revisited in this sit-down, though at a lower, more technical level.
We were recently joined by Cloud Imperium Games' Chris Roberts, known best for space sim Star Citizen, to discuss DirectX 12, Vulkan (OpenGL Next), and game engine pipelines. This content has been split into two pieces: This content and the second video & article, which will discuss game engine architecture and engineering solutions to development problems. The second piece will go live on Friday this week.
A truncated video can be found below. The remainder of the discussion goes live alongside the Friday content. Note that, unlike most our previous interviews with Roberts, this was conducted over Skype – that means occasional connectivity problems and reduced overall video quality, but the content is still strong. Highlights are in the below editorial content.
I've never understood why sports fans yell at the TV during a match – or, at least, I didn't until the eSports revolution. If that hadn't taught me the origin of this fruitless endeavor, Blood Bowl certainly would have. Few games can induce the rage-quitting fury exhibited by Blood Bowl 2 online players.
But that's OK. That's part of the game's charm, in the same way that it's part of FIFA's charm. Or, err, “charm.”
It's been five years since I've looked at Blood Bowl on the PC. The second iteration doesn't change the core ruleset – a game adapted from a tabletop predecessor in the Warhammer universe – but sees a number of changes made to the multiplayer and league support.
Undertale by Toby Fox is a genuinely creative and enjoyable RPG. Unreal Engine, CryEngine, Unity, RPGMaker (and, in this case, GameMaker) have made it much easier for indie developers to create games, but at the same time, much harder for them to stand out from the crowd. Undertale has no problems with that, however.
The basic backstory is explained thoroughly in the intro and on the website, but here's a quick recap: Undertale takes place in a world of two races – humans and "monsters" (a lot of them are pretty cute). At some point, the two fought a war that was easily won by the humans -- but now the year is 201X, and monsters have been sealed deep under Mount Ebott for ages. For some reason, you decide to climb the mountain and fall into the mouth of a deep cavern (to start your tale. Under it).
Following its unreasonably high-resolution 4K teaser trailer, Noio & Licorice’s Kingdom made its debut US convention showing at PAX Prime 2015. Kingdom is a side-scrolling, two-dimensional, mono-height kingdom builder game that utilizes a single mechanic for all actions. Players use coins to motivate filthy peasants into building walls, towers, castles, and shops of various types.
We gave Kingdom a short go at PAX 2015, having liked fellow indie game Mekazoo, and paid close attention to the two-button minimalistic input.
PAX is a microcosm of the gaming industry: Fraught with chaos and ambition, but terribly fun to take part in. The indie scene is the center of that chaos and ambition; its developers are often more open and willing to share or provide insight, it’s just a matter of finding the games worth seeing.
Mekazoo was one of those.
Activision allowed two of their most credentialed employees to host a PAX ’15 panel on the role users play in game development. PhDs Justin Shacklette and Spencer Stirling spent nearly an hour explaining how the company is constantly, intelligently collecting data referred to as "Smart Data."
The relatively new (~4 years old) Game Science Division is a group of physicists and mathematicians who also happen to be talented programmers. Their goal is to collect and analyze data to find ways to make the games more fun. Using metrics to make products better is nothing new, and marketing teams are doing this in almost every business in the world; however, as far as Shacklette knew, only Activision and one other company (Riot) have been doing this to improve games instead of just sales.
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