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| #871 Enviado: 05:05 08/05/2012 Editado: 05:07 08/05/2012 (1 vez) |

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| #872 Enviado: 05:27 08/05/2012 Editado: 05:45 08/05/2012 (2 veces) |

| Gamasutra: I know it's under wraps, but you guys are probably feeling pretty okay about Unreal Engine 4. Tim Sweeney: Yeah, we're starting a behind-closed-doors showing of the engine to developers; this is part of our very early ramp-up cycle. We went through this cycle with Unreal Engine 3 starting in 2003 and 2004. At some point we'll make public announcements and ramp up to the point where developers are shipping games, but it's very early right now. We're aiming very high, and the intended platforms this is aimed at haven't even been announced. |
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| #873 Enviado: 08:20 08/05/2012 |
| I know about this U4 demo. There is a gigantic Demon over a volcano. I cant tell anymore. But its really impressive. |
| They showed to the developers, and i know one of them. It was all running in the editor, impressive tecnology for developers. |

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| #874 Enviado: 22:52 08/05/2012 |

| 1. A method for identifying a user based on how the user grips a device with at least one of their hands, comprising: receiving output signals from selective pressure sensors on a pressure-sensitive body of a device, the body having a plurality of pressure sensors distributed over the pressure-sensitive body, each pressure sensor is operative to provide an output signal proportional to a pressure applied by the user's hands to the pressure-sensitive body at the area at which the pressure sensor is located; determining that the user is attempting to use the device based on whether a number of pressure sensors detecting pressure exerted on the device exceeds a minimum number and whether the output signals have been received for at least a minimum time period; comparing the output signals received from the selective pressure sensors against stored pressure profile signatures responsive to said determination; and determining the identity of the user based on a favorable comparison of the received output signals with a stored pressure profile signature associated with the user. 2. The method as recited in claim 1, wherein the device is a game controller that interacts with a game console service, further comprising the step of: logging the user into the game console service using the user's identity. 3. The method as recited in claim 1, wherein the step of comparing the output signals received from the selective pressure sensors against stored pressure profile signatures comprises the steps of: generating a pressure profile signature based on the output signals received from the selective pressure sensors; accessing a database storing registered pressure profile signatures each associated with a user identifier; and comparing the generated pressure profile signature against registered pressure profile signatures stored in the database. |
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| #875 Enviado: 23:16 08/05/2012 |




Lugar: Desde tu mas profundo odio · 9329 mensajes · Colección
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| #876 Enviado: 23:39 08/05/2012 |

| 1. A method for identifying a user based on how the user grips a device with at least one of their hands, comprising: receiving output signals from selective pressure sensors on a pressure-sensitive body of a device, the body having a plurality of pressure sensors distributed over the pressure-sensitive body, each pressure sensor is operative to provide an output signal proportional to a pressure applied by the user's hands to the pressure-sensitive body at the area at which the pressure sensor is located; determining that the user is attempting to use the device based on whether a number of pressure sensors detecting pressure exerted on the device exceeds a minimum number and whether the output signals have been received for at least a minimum time period; comparing the output signals received from the selective pressure sensors against stored pressure profile signatures responsive to said determination; and determining the identity of the user based on a favorable comparison of the received output signals with a stored pressure profile signature associated with the user. 2. The method as recited in claim 1, wherein the device is a game controller that interacts with a game console service, further comprising the step of: logging the user into the game console service using the user's identity. 3. The method as recited in claim 1, wherein the step of comparing the output signals received from the selective pressure sensors against stored pressure profile signatures comprises the steps of: generating a pressure profile signature based on the output signals received from the selective pressure sensors; accessing a database storing registered pressure profile signatures each associated with a user identifier; and comparing the generated pressure profile signature against registered pressure profile signatures stored in the database. |
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| #878 Enviado: 01:49 09/05/2012 Editado: 01:51 09/05/2012 (2 veces) |
. Y q bueno q tengamos el mando clásico de toda la vida porq para mi el mejor mando de toda la gen no lo cambio por NADA.![]() | Lugar: México · 39158 mensajes · Colección
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| #879 Enviado: 09:27 09/05/2012 |
| "HMC technology represents a major step forward in the direction of increasing memory bandwidth and performance, while decreasing the energy and latency needed for moving data between the memory arrays and the processor cores. Harvesting this solution for various future systems could lead to better and/or novel digital experiences," said KD Hallman, general manager of Microsoft strategic software/silicon architectures. |
| It is unknown whether Microsoft will implement HMC into its Xbox Next, or will just support the tech by Windows operating systems. |
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| #880 Enviado: 12:08 09/05/2012 |
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| #881 Enviado: 17:11 09/05/2012 |
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| #883 Enviado: 18:58 09/05/2012 Editado: 20:13 09/05/2012 (1 vez) |
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| #884 Enviado: 17:56 10/05/2012 |
| William Ho (Pseudo): We'll keep pushing it [the hardware]...we're getting great performance of these Alpha 2 kits, but we can expect to have something much more extravagant by the time the final hardware is done, at 60fps locked. We want to make your eyes bleed. I can't wait. Greg Thomas (Visual Concepts): Our development team has been working on the Xbox 360 hardware since late last year and the overall experience has been very good. It's hard to compare, but I'll tell you that given Xbox 360's capabilities it becomes more complex, because there is simply more you can do. With a console under their belt, Microsoft is really reaching out to the best developers to ensure the delivery of excellent development tools and great technical support. Dave Hasle (Monolith): Xbox 360's customized architecture will make direct PC ports somewhat more complicated than porting from PC to Xbox. However, Microsoft's commitment to XNA on both the PC and Xbox 360 will likely reduce some of these complications. At the end of the day, the number of direct PC to Xbox 360 ports really comes down to what Microsoft will allow, not necessarily the complexity of doing the port. I don't believe the added complexities of porting PC games to Xbox 360 will hurt the platform. It will probably help the platform as only the best PC games will be ported. Jens Andersson (Starbreeze): There is of course nothing wrong in making it easy for the developer to develop for multiplatform, but when you build a console there are opportunities to optimize it for the things that are going to run on it; namely games. This has been done for Xbox 360, and because of that the games that will take advantage of the hardware will be better. In the recent years, most platform seller titles have been the ones that push the hardware to the limits, so I think this is something that will help the platform. Brett Evan Russell (Terminal Reality): The Demonik team got preliminary development kits approximately nine months ago, and the experience has been very similar to when we developed an Xbox 1 launch title at this stage of the game. Unfortunately, since hardware hasn't been finalized it makes development a bit of a moving target, but Microsoft has been doing a good job getting updates out and educating us on developments as they happen. I wouldn't say that the process is more difficult or complex - I think it is very similar if not a bit easier because of the similarities of developing for Xbox 360 compared to Xbox 1. |
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