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Provo a metterne qualcuno a sto giro alloraTi ho inviato la richiesta d'amicizia scrocco che sono curioso di vedere gli screen se gli posti![]()

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Provo a metterne qualcuno a sto giro alloraTi ho inviato la richiesta d'amicizia scrocco che sono curioso di vedere gli screen se gli posti![]()
Sto iniziando a postarle, mi sta dando fastidio che quando premo il tasto della cattura sul pad Xbox si freeza proprio il gioco per prendere lo screenTi ho inviato la richiesta d'amicizia scrocco che sono curioso di vedere gli screen se gli posti![]()
Premi f12Sto iniziando a postarle, mi sta dando fastidio che quando premo il tasto della cattura sul pad Xbox si freeza proprio il gioco per prendere lo screen
sacrilegioSto iniziando a postarle, mi sta dando fastidio che quando premo il tasto della cattura sul pad Xbox si freeza proprio il gioco per prendere lo screen
Sui grigi lo trovi a 43/44€Peccato per i 60€ altrimenti lo avrei comprato.
Sui grigi te lo tirano dietro compraPeccato per i 60€ altrimenti lo avrei comprato.
Sempre troppo rispetto a quello che voglio spenderci sopra.Sui grigi te lo tirano dietro compra
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E poi ho una scaletta di giochi da rispettare, non voglio aggiungere troppa roba.![]()
Ah se me li regalate voi lo lascio volentieri in backlog, altrimenti risparmio i soldi fino a quando saprò di poterlo giocare.
Si blocca comunque il gioco ahahaPremi f12![]()
When did work start on Horizon Forbidden West for PC, and what was the working relationship like between Nixxes and Guerrilla?
Patrick Den Bekker - Nixxes: We normally start a project a year before it is released, so that would be February or March last year.
Jeroen Krebbers - Guerrilla: We at Guerrilla internally have a PC version, which is not the same as shipping a PC game... we use that for our internal tooling and also for verifying that our rendering backend and all of our subsystems work on PC, to make sure that can run tooling and bakes and things like that without requiring a PlayStation for everything. And that's usually the basis of starting a port, right? So there's a bunch of legwork that we do internally that is basically handed over to Nixxes, and they do the magic.
Patrick Den Bekker - Nixxes: We started with the renderer, which is already there and mostly feature-complete. Then we work to make that into a shippable PC game, because it only runs on certain GPUs on the tooling side, it just makes assumptions. It's also designed to do high-quality bakes, which doesn't mean it performs well on every machine.
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A big part of Nixxes ports is supporting ultrawide aspect ratios. What was like from an art perspective, changing scenes designed for 16:9 to support 21:9 and other aspect ratios?
Patrick Den Bekker - Nixxes: Obviously, on all projects we like to have an ultrawide option, and the game content isn't built for that. So we have animators and designers that go through all the cinematic content to make sure it's all clean on the sides - so you don't see popping, or characters not animating. That's usually the most time-intensive part. But it's always a really great addition to PC, so that's why we try to do it.
Julian Huijbregts - Nixxes: It's good to stress that this title has a very large amount of cutscenes. It was quite a big commitment! But we do support up to 32:9, even in cutscenes. By default, the black bars are turned on, which is partly a creative decision as the game is created for 16:9, but do feel free to turn black bars off and enjoy it on your 32:9 monitor, because I think it's quite enjoyable! And yeah, we did put a lot of work into that in terms of art and lighting.
Click to shrink...
Was ray tracing considered for Horizon Forbidden West, like the RT shadows in previous Nixxes PC port Shadow of the Tomb Raider?
Michiel Roza - Nixxes : It was definitely considered, and it's good that you mentioned Shadow of the Tomb Raider. There, we had to do an entire lighting pass to get RT shadows to work. And for this project, with the hours of cinematics and the scope... we decided that the game already looks really good, there's a strong direction here and we really didn't want to mess with it.
Jeroen Krebbers - Guerrilla: Don't forget a lot of the content is alpha-tested trees. I mean, a lot. Of course we have settlements and some hard surfaces, but most of it is really hard to ray trace against, even for shadows. There's a lot of content, maybe 100 square kilometres of content or more, and we'd need to go through the whole game... it's just mind-boggling... obviously having the scalability between PS4 and PS5 meant that we wanted to focus on stuff that would work on both PS4 and PS5, that sadly excluded RT. And it's not an easy addition to the PC version. We really like the tech of course. Watch this space.
E' molto poco considerando che è recente, i double tip non sono di certo molti come lo erano per il primo. Ha fatto meglio solo di uncharted e ratchet dei first Sony.. e il port è perfetto. Han cannato di brutto la finestra di lancio, altrochè. Minimo il doppio li faceva![]()
The big Horizon Forbidden West PC tech interview with Nixxes and Guerrilla Games
Alex Battaglia interviews the development staff at Nixxes to see how they ported Horizon Forbidden West from PS5 to PC in the Complete Edition.www.eurogamer.net
Debuttato a 25k di CCU, decente in fin dei conti considerando che era il DD2 day. Potrebbe anche avere buone gambe considerata l'ottima versione PC
Appunto, tutto considerato é partito beneE' molto poco considerando che è recente, i double tip non sono di certo molti come lo erano per il primo. Ha fatto meglio solo di uncharted e ratchet dei first Sony.. e il port è perfetto. Han cannato di brutto la finestra di lancio, altrochè. Minimo il doppio li faceva
ma come appunto?Appunto, tutto considerato é partito bene
É on track per i 50k in questo e nel prossimo weekend, io pensavo non sfondasse nemmeno i 10k tbh