Ghost Recon: Future Soldier PC detailed, dated, DRMed and specced
Ubisoft has released heaps of information of Ghost Recon: Future Soldier's PC edition, covering PC-specific features, system requirements, the release date, and its one-time online activation DRM.
- PC high standard visuals (DX11 renderer, new high-quality assets, new post process effects, multi-monitor solutions support, TriDef stereoscopic support).
- DirectX11 enhanced: tessellation (for soft 3D models), compute shaders-based realistic lighting (for global illumination), volumetric fog.
- Online widget: Party, Friends and Ghost Feed functionality can be accessed at any moment from any screen
- Extended party functionality: simplified and more flexible invitation system
- Party text chat
- Uplay Friends system
- Fully customizable controls for the localized keyboards
- CPU: Intel Core2 Quad Q9450/ AMD Phenom II X4 940 or higher
- RAM: 2 GB Windows XP / 3 GB Windows Vista & 7
- Graphics Card: 1024 MB DirectX–compliant, Shader 4.0–enabled video card based on nVidia GeForce GTX 460 or AMD/ATi HD 5850 or better
- Processor: Intel Pentium D 3.0 Ghz or AMD Athlon64 X2 4400+ 2.2Ghz
- RAM: 1GB Windows XP / 2GB Windows Vista or Windows 7
- Video card: 256 MB DirectX–compliant, Shader 4.0–enabled video card
- HDD space : 25 GB
- Supported Operating Systems: Windows XP (with Service Pack 3)/Windows Vista® (with Service Pack 2)/ Windows 7 (with Service pack 1), both 32 bit & 64 bit versions
Behold, high-fidelity... blurring
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Alice O'Connor posted a new article, Ghost Recon: Future Soldier PC detailed, dated, DRMed and specced.
Ubisoft has released heaps of information of Ghost Recon: Future Soldier's PC edition, covering PC-specific features, system requirements, the release date, and its one-time online activation DRM.-
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I do count it, I also count the GRAW ports as ports and pale shadows of the tactical games that were popular on PC then, I don't think they were proper R6 titles. Maybe fun in their own way, and yes attention was paid to the PC more than other ports of the age but man they were definitely their own thing and not some kind of continuity with the previous Rainbow/Clancy games. So as far as I'm concerned no one should be surprised by Future Soldier or think of it as a deviation for the series.
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WTF is with the infatuation with blurring. Do people walk around without their contacts? Smudged lenses? How could anyone actually think that looks remotely...real? Its freakin annoying. Why is it that game devs make me feel like a grumpy old man with most the of the choices they make in games?! I want to punch a kitten in the nuts out of anger.
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Problem is I've never seen a game that has natural or filmic looking motion blur.
Games benefit more from having higher frames per second so the frame transitions aren't noticeable. It's a much more immersive experience when you aren't seeing the choppiness of a 30 FPS or variable framerates in game. When developers try to mask the chop with post processing filters and motion blur, those added effects really just stick out more and draw attention to the fakery of it all.
In a 24 FPS film, the blurring isn't even apparent unless you pause the action, nor is the choppiness unless you are talking about the flicker from an actual reel and projector. In a game the blurring overt and obvious all the time. It's very different how both mediums are drawn and rendered and presented or displayed.
Depth of field in games has a similar problem. It's trying to act like a camera and only focus on a small portion of the screen in the scene of the game, but you still have eyes that can focus on anything at anytime naturally. You don't need to fake it, it just sticks out when you look at anything you aren't supposed to and breaks the immersion. Movies obviously use depth of field for various reasons but they also are not interactive like games.
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