Celcius
°Temp. member
I dunno about 16GB of ram being common though. This is also a remake of an old game too...
Remake though, not a remaster.
I dunno about 16GB of ram being common though. This is also a remake of an old game too...
I'm in.
Just deleted my GOW:UE from Xbox One, will be selling tomorrow and getting 8 more GB of RAM.
If this doesn't come to Steam then what is the point? May as well just play the original
If this doesn't come to Steam then what is the point? May as well just play the original
You don't even know what (if any) new graphical effects they've added to the PC version.
Why is everybody so whiny.
What's with these Microsoft PC titles and their seemingly hyper inflated system requirements? 16GB ram for a 360 remake? What a joke.
So how much is it and will it have cross buy?
What's with these Microsoft PC titles and their seemingly hyper inflated system requirements? 16GB ram for a 360 remake? What a joke.
Believe it or not, but you'll also need a ton of ram for a PS1 remake when FFVII launches.
Believe it or not, but you'll also need a ton of ram for a PS1 remake when FFVII launches.
when does this game release on pc?
ff7 is remake and gears ultimate edition arent remotely close comparable
From a technical perspective they kind of are.
At any rate, probably worth re-reading: http://www.eurogamer.net/articles/digitalfoundry-2015-the-making-of-gears-of-war-ultimate-edition
So they plan on offering DX12 specific MSAA support, better textures, and better geometry quality for the ame models so it still looks good @ 4k and not just upressed. Furthermore, they will make use of Async compute.
It does not sound like a straight port when you put it this way. MSAA support, if done corrrectly, could be absolutely awesome and quite performant since it is forward rendered and DX12.
what changes in dx12 make msaa more performant? also isnt UE3 mostly deferred?
On the GPU side, we've converted SSAO to make use of async compute and are exploring the same for other features, like MSAA.
From a technical perspective they kind of are.
UE3 eventually went fully deferred (samaritan), but since they started with that GeOW 1 base of the engine for this, they kept it forward rendered according to the interview. And DX12 offers enhanced MSAA support through baseline programmable MSAA sample locations and stuff for coverage maps. AKA, you can have smarter MSAA in simple terms.
In the interview they mention
You know this how?Lol no.
650Ti minimum and 970 at 1080p(60fps?) are considered high requirements for a 2016 game?
As they've said, they didn't start again because they wanted to keep the core gameplay elements. That would of changed with a re-write.They really aren't, Gears of War Ultimate Edition is closer to Halo 2 Anniversary or even The Legend of Zelda: Twilight Princess HD. Lots of work has been done to change the textures and modernise the game but it certainly isn't a full fledged remake like Final Fantasy 7 will be.
Exactly, smarter MSAA. Same / better quality with less sampling? Sounds like more performant to me.i thought programmable sample locations were for improved quality without incurring further performance degradation.
If I remember correctly, and if the smaritan upgrade PDF (see slide 15 and below) is good indication, UE3 was always primarily forward rendered. I think the way cubemaps and shadows were done was deferred though.i also thought even the first version of UE3 was mostly deferred
I think that depends on the game actually, whether it used the dx10 path. SGSSAA uses MSAA samples right? And that has great support in UE3 titles under dx9 even., hence msaa always being a huge problem for it.
I am not sure why that sounds difficult as I have no idea of the technical backend behind it, but since they are professional devs, I think they know what they are talking about.msaa via async compute sounds good, if not extremely difficult. would certainly be a huge win for amd gpus
As they've said, they didn't start again because they wanted to keep the core gameplay elements. That would of changed with a re-write.
Come on PC guys. Every thread around requirements is either "shitty console port and theyve done nothing for PC" or "Unoptimised crap, look at those specs".
A stick of DDR4 8GB is 30 quid for christs sake.
AgreedYeah I agree, just saying its not a remake on par with Final Fantasy 7.
As they've said, they didn't start again because they wanted to keep the core gameplay elements. That would of changed with a re-write.
Come on PC guys. Every thread around requirements is either "shitty console port and theyve done nothing for PC" or "Unoptimised crap, look at those specs".
A stick of DDR4 8GB is 30 quid for christs sake.
Why does it matter if a game plays the same or not?Wait you mean we will need 24GB+ ram + whatever VRAM for FF remake and 32GB for new games? Since people are saying 16GB is now suddenly common for a remake.
Poster below is right, FF7 isn't a remake, it's being done entirely different, you aren't playing the same game.
They really aren't, Gears of War Ultimate Edition is closer to Halo 2 Anniversary or even The Legend of Zelda: Twilight Princess HD. Lots of work has been done to change the textures and modernise the game but it certainly isn't a full fledged remake like Final Fantasy 7 will be.
"Slightly improved" assets. That's just untrue.There is no reason that what is essentially a 360 game with slightly improved assets should require anywhere near 16gb of ram and a graphics card with another 4 gb for 1080p.
What your referring to there is the PC version of GoW which released in '07.There is no reason that what is essentially a 360 game with slightly improved assets should require anywhere near 16gb of ram and a graphics card with another 4 gb for 1080p.
NooooooobbbbbbleetttttttWhy does it matter if a game plays the same or not?
System requirements are related to the rendering and one has to be blind to not be able to see that Gears UE has totally new and modern rendering that has absolutely nothing to do with the original game....it does not matter if the gameplay engine is the same.
1) Twilight Princess HD is not the same as Halo 2 Anniversary.
Revamping textures of what is essentially the same engine is not the same as making the same game in a new engine (and believe me Gears 1 engine and the engine used in Gears UE are atleast 2 generations apart).
2) Absolutely NOWHERE, does it say that a remake has to use a different gameplay engine to be called a remake and that a game with a completely remade rendering/cutscenes isn't a remake because it uses the same gameplay engine. If you are aware of such distinctions then I'd like you to show it to me.
3) See above response to the other person
Why does it matter if a game plays the same or not?
System requirements are related to the rendering and one has to be blind to not be able to see that Gears UE has totally new and modern rendering that has absolutely nothing to do with the original game....it does not matter if the gameplay engine is the same.
1) Twilight Princess HD is not the same as Halo 2 Anniversary.
Revamping textures of what is essentially the same engine is not the same as making the same game in a new engine (and believe me Gears 1 engine and the engine used in Gears UE are atleast 2 generations apart).
2) Absolutely NOWHERE, does it say that a remake has to use a different gameplay engine to be called a remake and that a game with a completely remade rendering/cutscenes isn't a remake because it uses the same gameplay engine. If you are aware of such distinctions then I'd like you to show it to me.
3) See above response to the other person
You mean completely re-done right? Because there is nothing the same in this remake as the original or pc versions. Everything was remade for the xbox one.There is no reason that what is essentially a 360 game with slightly improved assets should require anywhere near 16gb of ram and a graphics card with another 4 gb for 1080p.
yea Gears 1 uses what you can describe as a partial deferred renderer.If I remember correctly, and if the smaritan upgrade PDF (see slide 15 and below) is good indication, UE3 was always primarily forward rendered. I think the way cubemaps and shadows were done was deferred though.
As per the PDF and the UDK docs reference the past post-samaritan: "Deferred shading is a technique which allows dynamic lights to be rendered much more efficiently, but with a restricted feature set. Traditional UE3 lighting is called forward shading, because the dynamic lighting calculations are done while rendering the meshes of the scene."
I am pretty sure DX10 in GeOw 1 PC and on xbox360 had MSAA due to enhanced support for MSAA in MDr/HDR render targets (see slide 17). Although, the xbox360 MSAA was just terribly broken as it came before the HDR pass. ON PC I believe - I could have to reinstall to check - it has better coverage due to DX10.
I think that depends on the game actually, whether it used the dx10 path. SGSSAA uses MSAA samples right? And that has great support in UE3 titles under dx9 even.
I am not sure why that sounds difficult as I have no idea of the technical backend behind it, but since they are professional devs, I think they know what they are talking about.
edit: If I recall, nooblet has a good memory of all the technicals regarding Gears of War 1 on xbox 360 and PC. Perhaps he could chime in.
is it just the 1st game?
"Slightly improved" assets. That's just untrue.
There is a world of difference between Ultimate and the original game in terms of detail.
You mean completely re-done right? Because there is nothing the same in this remake as the original or pc versions. Everything was remade for the xbox one.
A 970 isnt brand new![]()
It looks better, but there is nothing about the screens I've seen of a remake that screams it needing 16gb of ram and a brand new, 4gb graphics card.
https://www.youtube.com/watch?v=35Sk3-TWmsI
what in the world are you talking about?
A 970 isnt brand new
How about you don't pick a shot that shows an unlit character taking up 40% of the screen, aiming at nothing ? Also that's from MP which is simpler visually than SP (which is what I assume is the reason for recommended specs)![]()
It looks better, but there is nothing about the screens I've seen of a remake that screams it needing 16gb of ram and a brand new, 4gb graphics card.
https://www.youtube.com/watch?v=35Sk3-TWmsI
How about you don't pick a shot that shows an unlit character taking up 40% of the screen, aiming at nothing ?
https://www.youtube.com/watch?v=eF-Gc5wWsik
read the specs againWe know it was remade and all, i played the original on 360 and this ultimate edition on Xbox One last year, though these graphics doesn't justify a Gtx 980ti and 16GB of Ram for recommended 1080p settings, there are plenty of PC games out there which look way better, with open world and dynamic weather but are way less demanding, especially with Ram.
But i bet this game will be easily maxed out at 1080p 30fps with a 970 and 8gb of Ram in the end
16GB of RAM? Gotta be a joke.
![]()
It looks better, but there is nothing about the screens I've seen of a remake that screams it needing 16gb of ram and a brand new, 4gb graphics card.
https://www.youtube.com/watch?v=35Sk3-TWmsI