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Street Fighter 4

Napsal: pát 30. kvě 2008, 10:34
od MichiGen
CAPCOM donedavna takmer cisto konzolova firma sa zacina PC platforme stale viac venovat. Urcite mnohych ktori zavidia vsetkych tych Tekkenov, Soul Caliburov konzolistom, potesi sprava o ohlaseni novej bojovky Street Fighter 4 i pre PC platformu.
bonusweb.cz píše:Další peckou uplynulého týdne je oficiální oznámení Street Fighter IV pro PC, včetně slibovaného letošního vydání. O této nové bojovce od Capcomu se dosud mluvilo jen v souvislosti s konzolemi PlayStation 3 či Xbox 360 a šeptandu mezi počítačovými hráči odstartovali před pár dny až redaktoři francouzského JeuxVideo, kteří hru pro všechny tři zmiňované platformy umístili na letošní zimu. V té době se k tomu nikdo z Capcomu ještě nevyjádřil, ale pár dní nato došlo k oficiálnímu oznámení. Klasických bojovek je na PC jako šafránu, autoři podobných kousků se soustředí výhradně na konzole a Street Fighter IV je tak rozhodně příjemným překvapením. Jen se trochu obáváme ovládání - u bojovek jsme si zkrátka už zvykli na gamepady.
Trailer

Napsal: stř 4. čer 2008, 08:16
od Dex_Holland
Koukal jsem na to. Vypadá to moc dobře, těším se. Jen škoda že nějaky novy MK pro pc je v nedohlednu :(

Napsal: stř 4. čer 2008, 13:02
od MichiGen

Re: Street Fighter 4

Napsal: sob 26. črc 2008, 17:43
od MichiGen
New gameplay trailer. Uz sa neviem dockat, taka rubacka zo starej skoly v peknej grafike, take si myslim ze hracom dost chybaju.

http://n-joy.cz/video/street-fighter-iv ... ookk7ykll/

Re: Street Fighter 4

Napsal: úte 29. črc 2008, 07:47
od Maddogg
Nemůžu si pomoct, ale ta grafika mi k tomu nějak nesedí.

Re: Street Fighter 4

Napsal: úte 29. črc 2008, 10:51
od MireC22
no hlavne dosrali tvare, mali ponechat styl ako v 3rd striku

Re: Street Fighter 4

Napsal: úte 12. kvě 2009, 08:28
od MichiGen

Re: Street Fighter 4

Napsal: ned 24. kvě 2009, 21:49
od RiCK
radšej zostanem verný starším dielom ;) tento je hnusný

Re: Street Fighter 4

Napsal: pon 15. čer 2009, 19:57
od MichiGen

Re: Street Fighter 4

Napsal: pon 15. čer 2009, 20:59
od Paul
1920*1200, vše max, 16*AA, 70fps.

Re: Street Fighter 4

Napsal: úte 16. čer 2009, 15:26
od ladik1983
tak tohle si urco zahraju, vypada to dost dobre :-D

Re: Street Fighter 4

Napsal: úte 16. čer 2009, 15:54
od HEAD
Me to dava v 1280x1024 vse max 4xAA 130Fps.

Re: Street Fighter 4

Napsal: čtv 18. čer 2009, 21:10
od MireC22
dufam, ze sa najde zopar PCckarov co pojdu do tejto bojovky.
Nielenze to je jedina kvalitna bojovka na pc za poslednych XY rokov, ale hned sa na PC dostal KRAL bojoviek.

Re: Street Fighter 4

Napsal: čtv 2. črc 2009, 11:48
od MichiGen
Benchmarky

Pre majitelov GeForce kariet urcite nainstalovat ovladace 186.xx ak nechcu mat vyrazne prepady po zapnuti antialiasingu.

Po DMC 4 dalsia nadherne optimalizovana hra od Capcomu, teraz som zvedavy na Resident Evil 5.

Re: Street Fighter 4

Napsal: ned 19. črc 2009, 18:39
od N3rth
Nevi nekdo kdo to uz skousel hrat,jestli jde hrat na jednom pc ve dvou lidech??

Re: Street Fighter 4

Napsal: ned 19. črc 2009, 20:25
od Aceh
N3rth píše:Nevi nekdo kdo to uz skousel hrat,jestli jde hrat na jednom pc ve dvou lidech??
Jde s gamepadem, ale jestli i dva na klavesnici to asi né.

Re: Street Fighter 4

Napsal: pon 20. črc 2009, 09:16
od MichiGen
Christian Svensson o portovani CAPCOMackych hier.
Christian Svensson píše:Everything is relative... porting in general is as much art as science, depending upon what you're porting from and porting to.

Using SFIV as an example, we've moved from code that had two systems with fixed/known components. On a 360/PS3, we know what GPUs they have. We know exactly how much RAM they have. We know exactly what OS limitations and capabilities are. They don't change from my house, to your house, to your cousin's house.

Porting to a PC in an optimized fashion, has a slew of complexity. We have no idea what OS version your running (XP? Vista? Win 7? With service packs?). What GPU you have. What CPU you have. What motherboard you have. How much RAM you have... hell, we don't even know what driver versions you're likely to have running. So we need to optimize the game to run on countless permutations and setups which is a hell of a lot of work. And on top of that, we added features to take advantage of the fact that some people have PCs that are more powerful than 360s and PS3s. So we added parameters for new rendering shaders (ink, etc.) support for higher resolutions, higher forms of MSAA, AA, self-shadowing, higher quality shadows, etc.

PC users like to tweak things and use a wide array of input devices, so we had to allow for key binding as well as supporting our "preferred controllers" such as SFIV sticks and pads out of the box. For PS3/360, we don't even have to think about those issues.

That's just one example... all of that takes a lot of work and testing. You guys know when we shipped SFIV on the consoles. The PC version was concurrently in development during most of SFIV's cycle... it did take us an additional six months of dedicated PC development on top of that to turn out a finished product.

Could we have done it faster/cheaper or cut more corners? Probably. But that's not going to please fans.

MvC2 is another example, though it's a bit different in terms of how the code is run...

Suffice to say, we're taking what was Naomi/Dreamcast code that has been output in a way that 360 and PS3 can interpret it and making a whole lot of changes to it on the fly.

We have to add a new front end to account for all of the TRCs/TCRs that MS and Sony have with regard to interface standardization and features like trophies/achievements. We have to include new settings and options and online menu support. We had to plug in matching and lobby systems that never existed and that work with PSN and XBL. We had to optimize net code for a game that was never meant to support it (and that is VERY fast paced which makes it that much more difficult).

At the same time, we're doing real-time sprite filtering of everything on screen. Rendering all of the 3D assets in resolutions far higher than they were intended and implimenting widescreen support (again, something the original code was never meant to do).

All of these rendering changes never come out the other side "perfectly" the first time so there's a ton of tweaking that has had to be done to get everything looking just right. At some point, maybe we'll show some of the early artifacts that we had early in development before those optimizations took place. Could be eye opening for some of you. :)

We had to fix a few bugs that existed in the original version of the game too.

Suffice to say, the only thing easy about porting is that you know what should be coming out the other side when you're done. In that regard, there's fewer unknowns than with new development. The challenge is, the fans ALSO know what's supposed to be coming out the other side... and if we don't get it right, we certainly hear about it. With new development, those sorts of comparisons don't exist. You can fail in entirely different ways with new development, but with ports, there's no hiding anything.

I could talk about Okami too... which had a whole slew of technical challenges... but I'll save that for another day.

Re: Street Fighter 4

Napsal: stř 26. srp 2009, 10:39
od Wakizashi
MireC22 píše:dufam, ze sa najde zopar PCckarov co pojdu do tejto bojovky.
Nielenze to je jedina kvalitna bojovka na pc za poslednych XY rokov, ale hned sa na PC dostal KRAL bojoviek.
To neni problem, hra je skvela. Vcera mi dosla postou (PC). Problem je v tom ze Cesko neni na seznamu podporovanych zemi LIVE. Zkusim to nejak poresit, pry se to da nejak zmaknout a pak bych dal vedet.

Kazdopadne je to sakra prasarna od MS...
Zlatej Steam.

Re: Street Fighter 4

Napsal: pát 28. srp 2009, 11:26
od Wakizashi
Kdyby někoho zajímalo jak to dopadlo, ať mi napíše SZ.