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New PS5 Update Is Out Now, But Don’t Get Too Excited

New PS5 Update Is Out Now, But Don’t Get Too Excited https://ift.tt/MavkUcf Sony has released a new firmware update for PS5 consoles, but don't expect Version: 26.04-13.40.00 to introduce any sweeping changes to the console. Instead, this is one of the usual PlayStation updates focused on system stability, and the very brief patch notes hammer this point home. "We've improved system software performance and stability," it reads . And that's all there is to it. The last few PS5 updates have added a few more features to the console, like the version 26.03-13.20.00 console patch that dropped in an upgraded version of PSSR (PlayStation Spectral Super Resolution) for PS5 Pro console owners. Before that, previous updates added an improved Friends Activity widget, an option to check the serial number of your PS5 console, and a power saver mode for supported PS5 games was added. Between the major updates, Sony also dropped in a few stability upgrades . This t...

Bethesda Had To Make Starfield Enemy Ship AI "Really Stupid"

Bethesda Had To Make Starfield Enemy Ship AI "Really Stupid" https://ift.tt/L8TGhJd

Bethesda head Todd Howard has gone in depth on Starfield in a recent appearance on The AIAS Game Maker's Notebook Podcast, sharing his thoughts and experiences on what went into the massive space sim. One interesting point he mentioned was that enemy ships had to have their AI majorly nerfed for space combat to be enjoyable.

Initially, Howard says, it was easy to create a clever AI for space battles but they would hold their own possibly too well. "Forever we were just jousting," he explained. "It turns out you have to make the AI really stupid. You have to have them fly, they need to turn and basically be like: 'Hey, player one, you can just shoot me for a while.' And then you give the AI tools where the player can see: 'Oh, he's boosting away, I can do that.'"

The enemy AI was one of the key pieces in bringing together space combat as a whole, Howard explains, with the mechanic being a notoriously difficult one to implement in video games. He says he was inspired by games like FTL and old MechWarrior titles, but wanted to include those mechanics "in a way that people could understand, where we're not having to pause the game in space."

Continue Reading at GameSpot

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