Forspoken and Immortals of Aveum will be the first games using AMD FSR 3.0 on PC

Despite the fact that AMD will hold its presentation on Gamescom 2023 only a few hours later, a slide has already leaked to the network, telling about the first games that will use FSR 3 technology.0.

According to the official slides published by the VideoCardz portal, the first games with AMD FSR 3 technology.0 will become Forspoken and Immortals of Aveum.

Like Nvidia Dlss 3 Frame Generation, FSR 3.0 will implement a technology for creating new personnel. AMD calls its Fluid Motion Frames technique.

AMD will also share the image that demonstrates FSR 3 performance growth.0. It’s funny that AMD does the same as Nvidia in his benchmarks. In other words, she compares "native" Resolution (in this case 4K) with FSR 3 performance mode.0 and does not give any numbers for FSR 2.0.

Interestingly, Immortals of Aveum already supports DLSS 3 personnel generation. Thus, this is an ideal game for benchmark and comparison AMD FSR 3.0 with NVIDIA technology based on artificial intelligence. Will AMD be able to compare with what NVIDIA is now offering?

Neither DLSS 3 nor Dlss 4 will no longer help these games

Exactly! Forspoken tried, such g.. there is no optimization from the word at all..

There is optimization there, there is simply a steep graph, therefore the requirements of horseback

And you are a joker of course)))

Grafon there are 2016 games level. Streaming textures is made so wretched that they normally load on video memory from 8 GB and above. Moreover, there is nothing super beautiful there. Geometry is weaker than in the games of the anniversary of 2016-2017. First see dogs 2014 (!) the years look more beautiful.

Game 2023 and 2014. Almost 10 years of difference. But Clara Lila from Watch Dogs is a hundred times better than detailed than Fors from Forspoken.

It would be okay that the problem was only in optimization, the game itself is extremely boring and dull g. with a capital letter, just dushnina, not a game. It is generally difficult to find at least good moments in it, the fighting boils down to PIU-PIU 1 spell and so the whole game, fast running does not look bad yet not tired of bouncing on every bump, it looks beautiful, but it is little functional and tedious. The landscape in the game is the same, of course I didn’t go all, but playing for 3 hours I did not see a change in the landscape, just a desert and so all the time, in a word that view on the main screen you will see only it. I’ll keep silent about the plot, as it were, but it’s better not to think about it.

P.S. After the failure of Forspoken, the studio that was developing at all was dissolved if anyone is not in the know, that’s so this game was so "Successful".

The most important games immediately.

The most demanding, performance in these games is a full bottom, for clarity there will be introduced there and that is right!

And I hoped that fsr 3.0 will be in the Starfield Ehhh

Perhaps add over time to add. No matter how – they have a partnership with AMD.

Do not worry, it will quickly appear there

The calculation that Forspoke is terribly sealing FPS with its effects and the magical FSR 3.0 increases FPS. Let’s see how it will work. I wish all games this thing was built up by default. Although it seems to me with her appearance all the outfits will add her to their games. TLOU, RATChet & Clank, Cyberpunk 2077.

If FSR 3.0 there will be hardware technology then something can come out. And then it will be possible to stir up for software implementation. As it was with RTX, which later became available on Pascal through the program implementation in the driver.

For example, a frame on GTX1080 from Quake 2 RTX made personally by me as soon as this software implementation appeared.

FSR 3 is not hardware, it does not require anything and a checkplace of the frame generation can be turned on at least anything, but if the equipment is weak, then it will not give anything, but only aggravates

But what about Starfield?

The FSR 3 revised the presentation, the host asks, what about Cyberpank? answers: it will be, Starfield? there too.

DLSS3 Foreskens would not hurt, it is strange that Nvdia did not help to cut this chip into the game, today the only map on which can be played on the ultras in 4K is 4090, but even here it is worth making a reservation that without rays, with rays that are there there And they are not visible at all, but nevertheless they plant fps, even 4090 sits in a puddle in Nith 4K

With rays in 4K, even Cyberbag three years ago sits 4080 on a bottle. 4090 probably a little better. Moreover, on ordinary rays, not on overdrive. What to talk about vidyuhi we get too much

You have percent like a mammoth shit, so friezes and staters in games. You look not only at the floodplain, but also at the gear from the anniversaries. There your percent in the trash will bend. Until now, no one can understand why you will not change the percent for newer solutions. Probably, again you were not paid a salary, ptahahahahaha))))))))

I now re-register the hyper of the process-dependent Andromeda and Redmoshen 2 in 5k and, that the prosk, that the vidashka copes perfectly without staters and frizes.

I play on the Topchik, as planned on ultras!

While you, together with your poverty friend Deniska, are looking for staters from me, I calmly play all the last ones played without problems

I now re-register the hyper of the process-dependent Andromeda and Redmoshen 2 in 5k and, that the prosk, that the vidashka copes perfectly without staters and frizes.

You completely drank the brains completely?? Since when did Andromeda become processor -dependent? Processor -dependent games are those where your percent will be loaded by 70% and higher, where the percentage is really puffing. I am silent about RDR2, in 5k through the DSR on 1080r, the monitor is also with DLSS)))) Yes, you are a drug addict in the nationwide

I have no problems in the games from the anniversaries, just their engines eat a card more and work well with the processor, even if it is old

People, who is Denis? I don’t understand who you are talking about.

Andra – one of the hard process of dependent games that sits proski.

You use 4K in Igor. Her tests in lower permits and you will see the result on the face regarding staters on their stone.

Then you write about Monica and RDR2:

Where did you see 1080? I told you a week ago that I changed Monica to a new. A drug addict is you, as it was, remained, since you don’t remember about Samsung G7.

Unlike your corns and the Norcomanxics of statements, I remember your vidos how, when turning the camera, they statute because of the old van.

Look at the phone yourself, or at Monica. You have sharp staters. Slipoma is even visible. I’m not a troll. This is true.

Change percent, a bomer to 13900k, or wait for new solutions, but for now you have to suffer for you. 4090+5960, this destiny was tolerated. Ask Radoye Gake, pthahahahaha)))))) He determined your controller to anal a few years ago.

No, however, why not change the percent for 4090? The Amuda has solutions after all.

Well, I say, you have already drank the last remnants of the brains, I forgot my Deniska with RX580 Denisk))

You use 4K in Igor. Her tests in lower permits and you will see the result on the face regarding staters on their stone.

Andromeda has never been a processor -dependent game at all, she eats weakly, I am not 4k not interested, because my monitor 4k is native

Where did you see 1080? I told you a week ago that I changed Monica to a new. A drug addict is you, as it was, remained, since you don’t remember about Samsung G7.

You are definitely a daffodil, I don’t communicate with you anywhere and everywhere in Black the sheet has made that your drunken bazaar did not listen anymore. Well, you took it not 1080r monitor, but 1440r, wound him 5K for some hell and further that?

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For Honkai: Star Rail, three new playable characters are presented

List of various heroes in Honkai: Star Rail will soon be replenished with new faces. The developers from the Hoyoverse studio today presented three characters at once, each of which has a unique battle style, the history of origin and abilities. Players should already prepare for a meeting with Suei, Dr. Razio and Juan May.

Game mechanics, like abilities, new characters, have not been officially disclosed. Together with their announcement, some features of their biography, a rarity and type of heroes were disclosed.

Suei – the heroine of the 4th level of rarity refers to the path of destruction and the quantum type. One of the judges of the commission of ten lords on Lof Syangzhou. Of the four duties of the judge: to find, to charm, punish, interrogate – she is responsible only for the latter. She has an iron chain in her hands and runic awl in her hands. She tirelessly sought out dangerous criminals and neutralizes them.

Dr. Rio – character of the 5th level of rarity. This is a imaginary type hero and his path refers to hunting. Direct and egocentric scientist from the guild of erudites, who does not part with his strange gypsum mask. From childhood, he showed outstanding abilities and talent, but now he considers himself “ordinary”. He is convinced that knowledge and creativity do not belong exclusively to geniuses. He seeks to fill the universe with knowledge in order to heal it from ignorance.

Juan May – heroine of the 5th level of rarity, which belongs to the ice type. As a way, she uses harmony. Good and elegant scientist, member of the Society of Genis No. 81, expert in the field of biological sciences. Thanks to her talent and amazing perseverance, she attracted the attention of Nus and began to study the emergence of life in a secret corner of the universe. Hertha invited her along with Crimean and Stephen to participate in the development of a virtual universe. Secretly she loves the traditional theater and desserts, and is also interested in embroidery.

As expected, Suei, Dr. Razio and Juan May will appear in Honkai: Star Rail only after the update exits 1.6. The release of this version of the game is scheduled for the second half of December.

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Patch 2.01 for Cyberpunk 2077 will be released soon

Cyberpunk update 2077 versions 2.0 and the expansion of Phantom Liberty stunned the fans who finally felt that the game was in the state in which it was supposed to be when launched, thanks to the processed combat system and mechanics of the role-playing game, as well as the addition of long-demanded functions, such as military equipment and improved police system. However, the problems are still. Some of them CD Projekt Red will correct in the upcoming patch 2.01, which "It will come out soon".

Here is a list of basic changes that you can expect in it:

  • Distortions arising when choosing a certain version of dialogue when talking with Johnny at the end of the “puppet house” task will no longer remain on the screen.
  • During the “Passing to the Premier League”, VI will stop falling into the elevator, rising to the 42nd floor, and die if the frame rate is low.
  • Fixed a problem due to which the controller buttons when playing from the keyboard and mouse could display in the user interface.
  • Added the possibility of convenient switching to manual implants when erupting weapons.
  • “Order: Urgent News” will be correctly activated when the player approaches the task execution area.
  • The volume level of car radio will be configured in such a way that it was not too quiet compared to other sounds in the game.
  • The problem with damaged saving on the PlayStation has been eliminated and the maximum saving file size is increased. Note: this will not restore the conservation damaged before the update. If you have such a problem, make a separate preservation of your current passage (for example, manual) before the update 2.01.
  • The productivity will improve for both PCs and consoles, especially in the dog city.

Of course, this is far from the entire list of changes. Complete will appear with the release of the patch.

One repair another break.. And so to infinity.

They must receive money, otherwise it would be so after the release of the game if it was perfectly made, then the patches were not needed with the DLS, as a result, the people were probably fired or the new game was appointed a new game.

Have you ever tried to write a program? For example, an engineering calculator?

This is an incredible hemorrhoid, because all the lines of the code can be connected with each other in such a way that you did not even think about)

And here is a program for billions of code lines, which you can’t delay everything in a couple of years – there is always a non -standard solution that will break something in the code and how the snowball will collect bugs in a heap))

It is extremely difficult to make large -scale games with Openvorld and variability of passage – well done, that they at least not tell the players, that the problem is in their weak PCs))

It is especially difficult to fix something when half of the developments left the studio due to the fact that the leadership threw them with money and forced the unreleased game to send them because you see the advertising whether you have already paid))

Well, all red roosters are justified. They can write shit beggar, because it is so difficult to write games normally.

Excuse, so -so, but you are apparently ready to swallow any excuse.

These at least repair, work. And all other lazy people like a gazebo for 12 years there were not a single large -scale patch to Skyrim, although there is a car and a small cart there. The gazebo does not care. All work for them is done by models.

In general, they fixed much more things in Cyberpan. Cyberpank today and 3 years ago is heaven and earth. Generally repaired for conscience in fact. Well done.

It is interesting that it seems like Bagi in Cyberpan is an extremely random thing. And hell knows what one or another bug depends on.. Personally, at the beginning of the new game, I met 3 bugs:
1) "A game of rescuers", He filled the leader of the garbage holders and. Until the end of the quest, this is additional.The condition remained active.
2) sometimes corpses do not search
3) the selected weapon sometimes does not fall into the inventory (and no, it is not "Broken". The whole does not fall)
UPD for bugs:
4) as before, enemy animations are bastard after explosions/critical damage/strangulation. Waving a gun "Malstrodemovets" Without a head – that is still a cup.
5) ATVN of representatives of the gangs some inadequate became in terms of immersion in the game (I drove a little – they appeared again), but good for abusing pumping.
6) AI, as before, can see through the walls, or maybe not to notice vi.
7) For some reason, damage does not always pass through the tires..
8) the radio in the VI apartment is not interactive now, the stations can only be changed by a saturating script "distraction of enemies"

If I don’t confuse anything, the selected weapon often happens "Broken" and immediately understands spare parts. They seemed to come up with this chip with a new update..

If we are talking about 2.0 update, then "The corpses do not search", Because they have nothing, but "The weapon does not fall into the inventory" – Pay attention to the small text in the left side of the screen, there is a log there, which shows that the weapon is selected and automatically disassembled, though xs according to what logic))

Not-no, no, that is precisely that the whole weapon does not fall into the inventory. Chip "with broken" I know, I think just because of this and sometimes luggles.
And with the corpses the situation again is such that they have something (they are displayed on the map with a cross) – and take the lute from them, nothing happens stupidly. Only Zhmura itself can be dragged

About weapons: it’s good that they wrote, otherwise I thought that I have a schiza, lol. it seems to have wrapped up the killed Chumba, and the trunks are considerable in the inventory. but it is what it turns out. great they came up with weapons (no)

3) And I thought I was glitched. It seems to have taken the legend, did not look at the inventory right away, and then there is no bam. I thought that I was mistaken. I noticed a couple of times. Super.

In Dogtown, it really needs to be increased in some places in which there is almost nothing at all, and the frames fall more than on the same "market" From the beginning

and how how many FPS in the market?

I passed 1070 3 years ago without rays and right now for 4070 I pass with rays on maximum shoes, I did not notice a special improvement in the graphone, all sorts of blinking of light and shadows appeared, the last, in short, these rays

Well, on my bakery was under 50+ with cut down dlss. And in some, almost empty places, he decides to fall below 30

In fact, RTX reveals itself in places where there are many reflecting surfaces. Then everything becomes even more beautiful, but somehow too much, as if specially grated mirrors. Even in real life you rarely see this. Otherwise, the developers have worked well on the game and it looks excellent that with RTX, that without, especially at night somewhere in the Central District

Yes, they have already said this purely to simplify the work of the hat, on the shoulders of players, more precisely wallets)

I don’t confuse anything: this is the beginning of the game and the main plot mission? 3 years from the release passed.

How many times passed, I have never had such a bug.

Yes) the benefit is not constant, but random. I failed once, the second time I passed normally.

I confirm the bug

Excellent about the radio, otherwise it is not heard

And about performance, too, in principle, the item is good.

I don’t know how to do it – but I have a much stronger in my dogtown than in other areas.

**** so when? I will go through or wait? Well, who does so.

And fsr 3 is interesting when to wait ?

Not soon, like past FSARs. Nvidia of suitcases introduces

By the way, I have one performance in a dog is worse than in other areas?

The game has a lot of bugs with animations, the characters on the street poke in each other, like cardboard rams, sometimes passers -by sit on invisible shops from air, on the side of the road, bots jump when walking, as if on air, pass through cars, vi, vi, vi, vi, vi stepping on some items, or even passing near the car, can jump out of the blue. This is annoying and breaking the atmosphere of the game. With output 2.0 Optimization has not changed practically, 2K resolution of the settings ultra, DLSS Quality, RTX VCL incredible quality, track trace is turned off, in the test 68 FPS, average, if you enable track 45 FPS in the test. The game itself has 52-80 FPS, and if you enable tracer of the track 36-55 FPS. 10900KF – 32 GB – 3090 TI, game of SSD M2. Path trace changes the picture, adding deeper shadows, but this does not cost 35% of performance. To play with this stray, you need a level of 4070 and above, with the obligatory inclusion of frame generation, which, just gives 25 FPS, aggravated by tracing of the path. Even 3090 TI, this setting is not an option.

The procedure is weak, look at their updated requirements. Path trace for 40 versions, it is written in the settings

Weak? You are kidding something? He works in this game at a maximum of 35-50% in the city center, the video card is loaded by 97%. 10900KF in games is not much worse than 13900K, provided that it can load the vidaha on the full, there are crooked crafts that still work in the same -sex mode that do not use multi -dominance, in this case, 13900k will be faster for one core, in multi -flow games, in 4K resolution, the difference between them will be a couple of FPS. The trace of the path is designed for 4000 episode, not because it is faster in the RT of applications, but because the frame generation works there, which compensates for the losses from turning on track trace, if the frames generation are turned off by 4070 TI and 4080, they will also suck on both radiator. Even 4090, without generation, with tracing of the path will not pull out stable 60 FPS, anywhere in the city, about 4K I am silent, there will be failures below 40 FPS

This is for you for general development

As for only 4,000 for tracing the path, the prominent classes themselves write that you need 3090 or 4070 TI, but as you can see by the test, even 3090, which is 10% faster, does not pull this hat, so you can use it without generation, but you can use it, but you can use it, but It is not comfortable to play when the FPS falls through at certain points to 35

In terms of performance approximately. What can be counted on in update 2.0 on the Config 9700KF 47GHZ, Horn Stricks 3070 Anged, RAM 16GB 3800MHz, SSD M2 Reading Reading 3500 MB/s, 3 -ASRAK 3200 MB/s?

1080r 60Hz TV Sony

without RT on the ultra settings, with DLSS on quality (put clarity 1.0, and it will be the perfect smoothing, no worse than MSAA x4) you will receive, approximately 80-100 FPS, in 1080r. From the Republic of Tatarstan, depending on its quality, if on the incredible, then about 45-60, in 1080r. If you also turn on the trace of the track to the RT, then you can subtract almost half from these FPS, that is, 25-35 FPS in 1080r

I thought about productivity without tracing the paths with DLSS quality+fashion crutch reconstruction of rays with conventional trace of at least 50 FPS.

Previously at 1.61 patch I had almost stable 60 FPS with DLSS for the quality of the settings ultra+RT per ultra of 1080p

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City Car Driving 2.0 – many new details about the game

Today we talk about cargo transportation. In the original City Car Driving, this mechanic was one of two game activities in the open world.

We recycled cargo transportation, turning them from a side lesson into a full -fledged game mode.
First of all, City Car Driving 2.0 – a game about safe driving in urban conditions in passenger transport. As we said earlier: there will be no freight transport in the game. In contrast, the game will provide various vans that can still be ranked to the category of passenger transport.
In a nutshell, cargo transportation is a mode available in the game at any time. You must transport various goods from point A to point B.

To begin to engage in cargo transportation, just go into the in -game phone and choose a work with a courier of cargo. You will have a list of orders that need to be completed.
Each time you want to get a job, the list of orders is generated by accident again, so the outputs of the delivery of goods are often different.

At the same time, if you have a desire to always travel along the same route when working as a cargo as a goods, the game gives this opportunity.

Each cargo is a unique resource – these are small decorative objects; tools; All that can be transported to the car not intended for transportation of goods. In this mode, you act as a courier, not a trucker.
Each object has its own transportation requirements. For example, decorative wood products can be transported in any transport.

In turn, electricity generators can be transported only in pickups or a van. There is no place for such resources in the sedan, and it is unsafe; (
Each resource for transportation has similar requirements.

In addition to mechanics directly interacting with transport – on the game map there are special buildings that can be designated for convenience as "merchants".

Each similar merchant gives out only its own type of resource. For example, the sawmill provides only wood products
At the same time, to each "merchant", In turn, a certain resource is also required. The same sawmill requires tools for working with wood. Exist and "merchants", providing all types of resources at once.
With the help of this system, you can build a variety of routes by fulfilling orders for the transportation of goods.

Not only resources are in demand in relation to transport. In City Car Driving 2.0 machines differ more from each other than constructive and physical parameters.
Each car in the game will have its own indicator of the capacity of the cargo, which will allow you to adapt to each order for cargo transportation, changing your vehicle.
You can also take an order where you need to deliver more cargo than your car can accommodate. It’s okay – the order can be completed on several trips.
Together, the system provides a huge creative scope in the execution of each order.

All of the mentioned is, for the most part, preparatory events. If you remove them, then in the original CCD, the main game cycle occurred in approximately the same way: you transported a set of goods from point A to point B, as much as you like.
For more interest, now this mode is supplemented by game modifiers. Modifiers themselves are additional complications for the trip designed to provide unique situations when playing.
The first modifier found in the whole game is a timer. We understand that for many it is an irritating mechanics in itself: for this reason, the countdown of time in CCD 2.0. It does not apply to every cargo.
You will always be warned of order requirements. This is followed by the number of destination points – before the trip or during the trip, the order may change, and you will have to transport goods in several places at once.
During the execution of the order, albeit in the game, we still recommend that you be neat – each cargo has its own damage scale, and if nothing threatens the iron product in most cases, then the tools for thin work may be damaged.
The totality of all described mechanics, in our opinion, forms a unique system that is equally trained and allows each motorist to rest.

Developer diaries #9

An integral and important component in any game about the driver is the transportation of passengers, work by a taxi driver.

In the original City Car Driving, passenger transportation is the second most important game activity. As well as cargo transportation – the work of the taxi driver has undergone significant changes.

To start working as a taxi driver, as in the case of cargo transportation, just use the intra -game phone. At this stage, differences in game modes are already noticeable.

You have an application in your phone almost identical to these taxi applications for calling and working as a taxi driver. When choosing this application, an interactive map of the city will appear on your phone, where points with passengers will be indicated.

Each passenger has points from where it needs to be taken and where to deliver. In addition to these points, passengers will have their rating "passenger". The rating is an indicator for you: which passengers should take and which. Which of them will be easier or more difficult.

At each entrance to the taxi application, or the execution of the order, the location of customers will change.

Unlike cargo transportation, you will not have the opportunity to choose your favorite route. For each new transportation of passengers, you will need to optimize and create the route again.

The first part of the City Car Driving, the transportation of passengers was a full -fledged game mode, including due to such a parameter as "The mood of the passenger".

Thanks to your feedback and many guides from the community “How it works”, we were able to take into account errors in the implementation of mechanics "The mood of the passenger" in CCD2.

Now the system is implemented in the following form: each passenger has its own list of desires and requirements. There are customers the least picky for your transport.

They practically do not react in any way if you arrived at them on a damaged or dirty car, they don’t care how much the trip lasted, and how many times have you stopped refueling.

The mood meter is not so sensitive and does not lead, for example, to the fact that, without turning on the turn signal during rebuilding, you lose all your progress for the trip.

Depending on the state of your transport, the style of the trip, as well as on the passenger itself – this parameter becomes more predictable at the beginning of the trip and brightly signals the actions that can be allowed and which is not, when working as a taxi driver.

If I may say so, now now "mood" turned into a predictable, and most importantly, supporting interest – “Crush of Complexity”.

Taking this opportunity, in the topic about working in a taxi, we will show the answer to one of the many comments: the roads in the city are heterogeneous, and include not only narrow spaces.

As in cargo transportation, there are various modifiers in a taxi that affect the trip. And this is not only mood and requirements. Here are a few examples:

  • The passenger asks to adhere to the average speed X and go on it until the end of the trip
  • The passenger asks to reduce the speed to the X value, and go to it until the end of the trip
  • The passenger asks to drive through certain locations
  • The passenger asks to call in a certain place, before the final appointment point
  • The passenger may ask to call in other passengers

If with all modifiers it is clear how they affect the game, then the latter in the listed list should be considered in more detail.

In CCD 2.0 Work in a taxi is no longer limited to one passenger. Now you have the opportunity to choose transport for several places and choose orders in advance, where there are more customers than one person.

In this embodiment, the mood meter remains alone, but takes into account the desires of each passenger. Often, if you take an order for several people, several points appear at once, where each person should be delivered.

Work on the location has not yet been completely completed. For example, the embankment is not ready with us. The whole street is at the stage of the concept.

All mechanics in conjunction provide a different experience with a courier of cargo transportation. In the operating system for working, your pace of the game is increasing, and the difficulty in completing the task increases.

All this happens gradually, depending on your skills. This system provides a comfortable pace of the game for novice drivers, and an experienced motorists are thrown by a decent challenge.

Each of the previously described game modes serves so that you can get different experience in driving a car.

Developer diaries #10

In the anniversary development diary, we want to share with you how it all started with City Car Driving 2.0.

In the diaries of developers, we rarely describe the work on the project sequentially, from beginning to end. Basically, we demonstrated various project mechanics: how they did them, how they look and how they will play.

Therefore, today’s issue is designed to talk a little about that, How did we start doing CCD 2.0 in chronological order, without screenshots from the project in the current state. All materials used in these diaries are materials accumulated during the development.

Concept

To the idea to create a continuation of CCD, we did not come immediately.

As we have said more than once – the main area of ​​activity of our company – "Forward" – These are simulators and specialized software, and not full -fledged games. Therefore, for the original CCD, we released only patches and visual updates, the main content was updated significantly less often.

By the 2020s, the City Car Driving has already been a complete and full-fledged product for us, so we stopped releasing updates to Steam.

For several years of the existence of the project, we have repeatedly returned to the idea of ​​developing CCD not only as a simulator, but also as a game.

Players who have long been with us know that in the distant 2010s, we wanted to create "Carrier" – Game project, focused more on entertainment than training. Already at the stage of the detailed concept and presentation of Tizer, we realized that we lack certain skills and knowledge. The probability of creating a bad product was very high, so we decided to refuse further work on "Carrier".

First steps

In the early 2020s, when "dawn" In the technology of the gaming industry, we again returned to the idea of ​​the transformation of CCD. Over the past time, a worthy competitor appeared on the market, and the simulator literally required updates.

Therefore, we began to test various game engines, and Unreal Engine 4 was the most suitable for the project. Read more about this, we wrote in the second diaries

We decided on the basic concept, chose the engine. What to do next? For the simulator, a full development cycle is well known to us, but how to create a game correctly? The most obvious was to start with the prototype.

The first task, we can say the main "idea" CCD 2.0, it was to create a game that has minimal system requirements not higher than that of the original City Car Driving on normal graphics settings. We understand that not everyone has powerful computers that many modern games require. Therefore, we set ourselves the goal of creating a modern project in which it is nice to be, and at the same time, it can work on the computers of most people.

It all started with the creation of a prototype of the project graphics on a pilot location. And the first question that we began to work out is vegetation, as the most "loading" graphic component.

Part of the pilot location. As you can see, grass, trees, the road and its transitions are made from scratch, however, they still guess part of the visual style of the original City Car Driving.

After work with vegetation, in order to evaluate performance, we have transferred some of the models from the original CCD. Of course, in the final version of CCD2, all models will be new, but at that time we needed a quick result on the Unreal Engine 4 engine.

We worked on the pilot location for about a year. We tried various options, pretended how the graphics might look, and how quickly the game will work. Gradually mastered Unreal Engine.

Before starting work on CCD2.0. We wanted to solve an important issue with the generation of the landscape and roads. In the pilot location, all roads were made by hand by designers, but for the release project this approach would be too laborious. I needed a landscape generator. Unfortunately, even such a developed engine as Unreal Engine cannot provide tools for generating the type of landscape that we need – combinations of neat geometric shapes of the road network, with hills, fields and rivers of the natural landscape.

However, we already had our own generator, which creates a landscape and roads for CCD. For a few months we were able to adapt the generator to UE, and nothing stopped us from creating large locations of mixed urban/suburban type.

The appearance of CCD 2.0.

After we figured out technologies, we have started developing the concept of the game. As you could understand by past diaries, we do not want to disclose specific mechanics, graphics, transport ahead of time. Therefore, here we denote only the basic ideas:

  • Save the main gameplay of the original City Car Driving – safe driving in compliance with traffic rules. Make it interesting both for novice drivers who only master life on the road, and for experienced drivers;
  • To focus on immersicity without direct control of the character, because in the car symbolic a character is a player himself;
  • Increase the size of the city, make it more like a real place: with its history and architecture tied to it, differing from each other in different areas and unique names;
  • Maintain communication with the audience: talk more with you, take note of ideas, honestly answer questions about the project;
  • And finally, to create a project, the performance of which we can easily support, update, and realize both our own vision and part of the desires of the audience (yes, multiplayer, we remember about you).

With these ideas we have started developing a project. The work has been going on for a year and a half, and during this time CCD 2.0 has been modified many times already. How the graphics changed, you can see at the end of the diary, where we placed screenshots of comparison of the current level of graphics, and where we started. We really want to create one of the best car systems in the market, which brings real benefits to novice drivers, but at the same time gives the sea of ​​the fan for all.

Comparison of graphics in a state of development and at the moment

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The player at Star Citizen managed to return part of the funds, despite the legal arguments of CIG

Cloud Imperium Games developers have already collected almost $ 600 million from players. to create Star Citizen. Unfortunately, despite the past years, the final of work on the space simulator is still not visible. Therefore, it is understandable that many backers simply lose patience and demand to return the money donated to the game. And although, it would seem, voluntary payments (in exchange for which investors can play in Star Citizen in early access) are not subject to return, one of the sponsors proved that there is a chance to return their money to eat. Even 8 years later from the date of transfer and 274 hours spent in the game.

As much time has passed since the user under the nickname BluebackGround donated his savings to finish and at the same time buy Star Citizen. However, the years passed, and the hope of Backer was constantly falling to the full version. In this regard, he demanded that he return part of the money spent on the game, namely $ 250 (he also bought ships, but resold them to at least slightly reduce his losses). Interestingly, BluebackGround received an extensive, 5-page message from Cloud Imperium Games, in which the developers explained to him why he did not have the right to return the money.

Your claims are unfounded, and we are not obliged to return the money to you for the reasons that we set out below. However, as a gesture of goodwill, we propose to compensate you to part of the expenses incurred, ”says a fragment of the letter that the user shared.

To the surprise of the gamer, not part of it entered his account, but the entire amount that he paid 8 years ago to develop a project. In a published message, he noted that he himself doubted whether he would receive this money.

I am shocked by the fact that they returned the money to me, but I was almost sure that I would not get it or at least I would not get it so fast.

Of course, the prosperous outcome of the BlueBackGround case will instill hope in the hearts of other users who also require the return of the money entrusted to the developers. And there are a lot of such cases. The proof of this is a special subredredit "R/Starcitizen_refunds", where players share similar stories and ideas about how to return their money.

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Survival Survival: Fountain of Youut received a new region received a new region thanks to the latest update

Survival: Founin of Youut, a single-user survival game, which takes place on the 16th century Caribbean islands from Odinsoft developers and the publisher Twin Sails Interactive, expands horizons thanks to a large number of new content, which is already available in the early access of Steam.

Return to the Caribbean and continue to search for a youth fountain in a newly added third region full of insidious islands and underwater places for research. Overcome dangerous weather conditions, such as dense fog, deadly electric slopes and much more, using new traps, perks and new ship. In a new update, adventurers can count on an additional 20 hours of gameplay.

The action takes place during the legendary expedition of the 16th century Juan Ponce de Leon to search for the legendary fountain of youth, surviving after shipwrecks should overcome wild threats and meager resources, collect primary necessity and create a base for operations, exploring the mysterious collection of islands. The new update is based on the successful launch of early access, which received a generally positive rating of 86%, with the addition of new territories, including sunken ships, mysterious underwater temples, rocky rocks and extended gaming mechanics.

The survivors can now arrange traps to hunt careless wild animals, and help to automate the process of collecting food, but now they themselves are threatened with flocks of bats, electric slopes, hunting flocks of wild jackals and, most alarming, fierce pussies. The leader of the flock of a great jackal, which inspires fear, serves as a final test of excerpt and survival skills of the researcher, urging bloodthirsty allies, if not quickly getting rid of them.

In turn, the new Spanish schooner will significantly help survived to explore nearby waters with incredible speed and enlarged repository for transporting their hardly earned resources. In addition, adding iron as a new craft material allows you to create more powerful tools and weapons, significantly improving their capabilities in the face of these new threats.

Survival: Founin of Youth Available in the early access of Steam for PC with Windows. The last update for a single -user survival game includes new support for localization for Japanese and Spanish, along with the existing support of English, French, German, English and simplified Chinese languages.

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An unusual role -playing game Everhood will be released in the form of Eternity Edition on PS4/5, Xbox One and Xbox Series X/S September 28

BlitWorks Games and Foreign Gnomes reported the release date of Everhood Eternity Edition for consoles of consoles Xbox One, Xbox Series S/X, PlayStation 4 and PlayStation 5.

This is the most complete version of the Indie-Hit of an adventure role-playing game, which has already been sold by a circulation of more than 500 thousand copies in Steam and Nintendo Switch together and will include 16 exclusive new musical battles, developed by members of the community and written by some of the most famous artists on indie scene.

Everhood Eternity Edition, developed by Foreign Gnomes, is an adventure musical role -playing game released by BlitWorks Games, an independent publisher with strong technical experience. They wanted not only to transfer content that is already available on other platforms, but also to improve it with the help of 16 new battles created by the best level designers from the Everhood community, with the music of the following 11 famous composers.

New routes will open as the player promotes the main plot of the game and will be a real test for the most experienced.

Everhood is a bizarre kingdom located on the edge of space and time. Its inhabitants are a kind of fate. These otherworldly creatures spend their days, wandering around the labyrinths of castles. Clubs and board games are also popular here. That is, until the dwarf was stolen by Red, a wooden doll. It would seem that a simple quest to restore it begins to pull for the wear of the threads of this strange world, revealing a secret and reality in the process.

Go on a trip through the doors of perception. Explore fantastic places in search of a torn limbs. Play hide and seek with live mushrooms in the forest, win carnival prizes and participate in races on maps with colorful characters, such as magicians, reasonable points of preservation, robots and vampires.

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AVOWED will solve one of the biggest drawbacks Skyrim

The last role -playing game Obsidian Entertainment, competing with the game Bethesda, Avowed, demonstrated the magnificent game process on the Xbox Developer Direct. Avowed combat features and mechanics, apparently, will significantly improve compared to Skyrim, especially due to the inclusion of the equipment system.

Although the presentation gave us an idea of ​​its fantastic world, as well as more brief information about the release date of AVOWED in the fall of 2024, its approach to battle is perhaps the most exciting. From the possession of two flinted rifles to throwing powerful magic from a stick or a right sword and shield – you can quickly change your approach in the middle of the battle in the game, which promises to become one of the best role -playing games.

Gabriel Paramo Director Gabriel explains that Avowed will have “Flexible combat system“, Allowing you”quickly switch from spells and labeling to hand -to -hand combat“. Thanks to this system, players can maintain objects and configurations in order to easily quickly change the equipment that they have.This will save players from frequent campaigns in the menu.

We want to give you freedom to mix and select our equipment“, – continues Paramo. Thanks to a diverse choice of weapons, from such fantastic objects as swords and shields, to hefty flint pistols that you can even use two weapons, you can get “tactical advantages” against a number of types of enemies. Since some enemies are extremely defensive or extremely strong, you will have to change your approach to succeed, and this equipment system allows you to do this.

“These are not just chopping blows,” says Paramo, ““ You are making decisions in real time about when to use your abilities, powerful attacks of close combat, blocks, parrying and special attacks ”.

This affects one of the largest claims to Skyrim from Bethesda. Despite all the achievements of Skyrim, especially its incredibly rich world, the combat system leaves much. Not only did the battles often boil down to a simple chopping strike (if by default you did not choose a secretive archer), but you often had to delve into your inventory or clumsy “Favorites” panel to change equipment. Well, the statement of Paramo suggests that Obsidian made improvements about the approach to the fantasy genre.

Thanks to such a diverse battle and fantastic world, Avowed can become one of the best role -playing games for Xbox when it finally comes out.

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Prince of Persia: The Lost Crown – The highest Ubisoft game in 10 years

From yesterday, players can try the demo version of the metroide of Prince of Persia: The Lost Crown, and game journalists gave their grades. As it turned out, the new part of the Prince of Persia series has become a game from Ubisoft with the highest rating since 2013.

Ubisoft cannot yet confirm that Prince of Persia: The Lost Crown has been financially, because the game will debut in the market only next week, but it received really good reviews, and in this regard, the French corporation can proudly look at the results.

User Kh/Twitter UV (@nordbundet) tracked the exact results of the last Ubisoft games, and each major premiere received grades worse. Prince of Persia: The Lost Crown achieved the best results than, among others, South Park: The Stick of Truth (85) and Mario + Rabbids Kingdom Battle (85), and only Assassin’s Creed IV: Black Flag (88) was the best results.

In the case of the Prince of Persia universe itself, the situation has been no different, because for more than 20 years, Ubisoft developers have not offered the best game in this franchise – although at the moment it should be reminded that the brand has been frozen for several years.

Prince of Persia: The Lost Crown currently has Metascore (average reviews on reviews) 86 points. The last major Ubisoft game, which showed the best result on Metacritic, is Assassin’s Creed IV: Black Flag. She scored 88 points. The project made their debut on October 29, 2013, that is, more than 10 years ago.

During this time, only one game managed to score 86 points: Mario + Rabbids Sparks of Hope (2022). Several titles were very close:

– South Park: The Stick of Truth (85)
– Mario + Rabbids Kingdom Battle (85)
– Far Cry 4 (85)
– Assassin’s Creed: Odyssey (83)
– Tom Clancy’s The Division 2 (82)
– Watch Dogs 2 (82)

I only checked games released for large platforms, games for smartphones were not taken into account.

The Lost Crown is also the highest part of the Prince of Persia series on Metacritic since The Sands of Time, that is, for more than 20 years. Warrior Within (83) and The Two Thrones (85) were close, but The Sands of Time was clearly higher (92).

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