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Future PlayStation Hardware Will Get AI-Powered Frame Generation, PS5 Architect Confirms

Future PlayStation Hardware Will Get AI-Powered Frame Generation, PS5 Architect Confirms https://ift.tt/X7GiJsN Chief PlayStation 5 architect, Mark Cerny, has confirmed that AI-powered frame generation will come to PlayStation platforms in the near future, before stopping short of confirming which ones and when. In an interview with Digital Foundry , Cerny explained that PSSR 2 , the latest version of the PlayStation 5 Pro exclusive upscaler, stems from the same co-developed algorithm AMD is using with FSR 4 (or FSR Redstone , as it is now known) on PC. It's that same co-development that has helped AMD also include frame generation in its latest iterations, and makes Sony well-poised to include this in its own capacity in the near future. "Just to clarify a few things about the collaboration with AMD, the new PSSR uses the same core co-developed algorithm as FSR Redstone's Upscaling," Cerny explained. "FSR Frame Generation is also based on co-developed technolo...

BioShock Successor Judas Is A Procedurally Generated Roguelite

BioShock Successor Judas Is A Procedurally Generated Roguelite https://ift.tt/NMBwr17

Bioshock creator Ken Levine's Judas has been in development for almost ten years, and now his studio Ghost Story Games are finally ready to show what its been working on all that time. While Judas is still a narrative-driven FPS in the style of the Bioshock games, it's also a procedurally generated roguelite set in a dynamically-shifting open world. Here's what we know so far.

Judas is fundamentally built around a concept Ken Levine calls "narrative Legos," which he has been refining since his GDC talk by the same name all the way back in 2014. The concept mixes procedural generation with bespoke building blocks of narrative or dialogue, creating a game that can react to a player's decisions in a way that feels natural.

"We call it pseudo-procedural because it's not like Minecraft where everything's being generated off a set of pure mathematical heuristics," Levine explained in an interview with IGN. "You build all these smaller piece elements in the game and then you teach the game how to make good levels essentially, and good story, and most importantly, reactive to what you do."

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