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Camelot unchained pre alpha
Camelot unchained pre alpha







camelot unchained pre alpha camelot unchained pre alpha

However, does that mean higher end machines will have a leg up because they can see tracks in the grass? I cannot wait to test it, even if it doesn't make it in

camelot unchained pre alpha

That being said, it'll probably be like most games, something that you can turn on/off and the higher end machines will be able to have it. I did read that they will not add either waveworks or Turf effects if it reduces their fps goal. They have a partnership with nvidia, i assume it'll be something related to certain cards, if i remember correctly it's a certain model of nvidia and better than can run it. I'm pretty sure I will have upgraded my computer by the time they release but something to know ahead of time, I guess. How much is lost if you use AMD and is it even being tested. are they building the game for Nvidia cards alone? I remember they said Nvidia gave them lots of test cards to play with and they had personal talks with them but I wonder if this means I have to have a specific graphic card to play the game the way it's intended to act. I guess the question if anyone has the answer is.

camelot unchained pre alpha

I've experienced lag on games with just my computer doing physics - how is it going to handle all of it (I mean I see they are doing it). That sounds like you need extraordinary internet speed. I don't really understand that part either that all the physics are server side. How does this sort of Nvidia stuff fare with AMD cards? Does it mean I'll have to use one of their graphic cards - this is the second time I've seen Nvidia specified, the first time was for their PhysX system. It'll be the first game to implement it, You can see what they look like here : CSE had Cohh announce that Nvidia Turf Effects will be used in this game. Originally posted by greenreen Originally posted by will75 I am sure if all you want from your rpg is pvp ,many people will like this but not me,i want a lot of depth in any type of game design PVE or PVP or FPS. Problem with a rpg is you need TAB targeting or it just doesn't work with these settings,but then tab targeting ruins pvp,so it is a lose lose design for pvp.There is simply not enough variables,yes i see the creation of stone blocks to act as a defense but it is not enough to add variable to the game play.Yes i see the players up top for some zaxis but not like the opponents have and choice of zaxis fighting since they are running through a field. I have no idea how they are firing at such a distance those flame attacks,not like any of them should hit.That is why pvp is just better under different settings like a fps because you have the varied weapons,like sniper for long distance,rockets or some other mid range weapon and closer melee type attacks. There was nothing there that got me excited,but then again,i do not like pvp in my rpg's.Simply having a bunch of players attack each other is too boring for me.Sure if it is an Arena setting where it is 2 players using all the strategy and deception they can muster ,it is great.However running through some open field spamming attacks is nothing that offers the challenge and skill i would want form pvp. Well Carnage seemed to have got that speech from the developer and read it right off the paper.None the less the focus is the video.









Camelot unchained pre alpha