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Thread: Chorus

  1. #1 SP
    Senior Member dark18's Avatar

    Chorus

    Attached Images Attached Images chorus.jpg

  2. #2 SP
    CG Editor Dant3's Avatar
    Asta e multiplatform 100%, ar trebui mutat pe aria CC

  3. #3 SP
    Senior Member Khufu's Avatar
    What it's like to develop a game for Xbox Series X - according to the creator of Chorus
    Microsoft has just announced a raft of third-party Xbox Series X games, and among them is Chorus, a new fast-paced space shooter aerial combat game from German studio FishLabs. FishLabs has been working on Chorus since 2017, and it's now getting the game ready to launch across the current and next-generation of consoles as well as PC and Stadia at some point early 2021. According to Microsoft, Chorus is "fully engineered to take advantage of Xbox Series X's powerful hardware". But what does that mean, exactly?

    Ahead of Microsoft's special episode of Inside Xbox, in which Chorus was announced, we had the chance to speak with Johannes Kuhlmann, head of core technology at FishLabs to find out what it's like to develop a game for Xbox Series X - and what he makes of the various claims Microsoft has made about its beefy next-gen console.
    Chorus is said to be taking advantage of some specific features of the Xbox Series X. Can you talk a bit about what those are exactly?

    Johannes Kuhlmann: It's a multi-platform title. So it's not exclusive to Xbox Series X, but it's definitely one of the platforms we are now focusing on. And of course, with being next generation, there's lots of stuff to take advantage of. One example is, of course, that we have way more power available now. Looking at the CPU side of things, we are looking into having the world more alive, simulating more physics, having everything a bit more dynamic.
    Microsoft has said the power of Xbox Series X means there are no technological barriers to developers realising their vision. Is that overstating things? Or is this a genuinely significant moment for console tech?

    Johannes Kuhlmann: We as developers, we always find ways to find the limitations. So be it like increasing texture sizes, for example, or be it like, we want a new rendering approach - we want everything ray traced of course. This is what I mean when I say we also have to find a balance between quality and details as well as framerate.

    What we see, just having the game running on the new Xbox, is we have a lot of room. We do have massive potential, and we can say we are targeting 4K 60FPS. We can do that. But I think in the end, someone is going to come up with some ideas that will not work at 60FPS.
    Un articol interesat, vorbeste despre TFLOPS, utilizarea resurselor, XSX in general.
    https://www.eurogamer.net/articles/2...ator-of-chorus

  4. #4 SP
    Manager paul's Avatar
    Gameplay trailer:

  5. #5 SP
    Manager paul's Avatar
    Vision trailer:

  6. #6 SP
    Manager paul's Avatar
    Lansare pe 3 decembrie.
    PS4, PS5, XONE, XS, PC (EGS, Steam), Stadia.

    101 trailer:

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