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Higher quality textures compared to Xbox One. [24] [46] Danger Zone: Available [24] [3] Danger Zone 2: Dark and Light [3] Dark Souls Remastered: 60 Available [47] Darksiders: Available Xbox 360 game [48] Darksiders Genesis: Darksiders: Warmastered Edition [2] Darksiders II: Deathinitive Edition [2] Darksiders III [24] [2] The Darwin Project [49 ...
On May 10, 2016, Bandai Namco announced that Dark Souls III had reached three million copies shipped worldwide, with 500,000 in Japan and Asia, 1.5 million in North America, and one million in Europe. [60] It was also reported that Dark Souls III was the best-selling software in North America in the month of release. [61]
Version 3.0, released in 2011, has a new and powerful asset pipeline, combining enhanced versions of the already robust exporters, with a powerful processing tool to generate optimized assets for each platform. Also new is the rewritten level editor, which permits a far more data-driven approach to authoring games using PhyreEngine.
Dark Souls is notable for its level of difficulty; shown here is a boss fight from the game's Artorias of the Abyss expansion. Dark Souls is a third-person action role-playing game. A core mechanic of the game is exploration. Players are encouraged to proceed with caution, learn from past mistakes, or find alternative areas to explore.
These games are not direct ports, but remastered versions in high-definition, to take advantage of the newer consoles' capabilities. The remastering of the games include updated graphics, new textures, and Trophy support, and some of the remastered games released on PlayStation 3 have included 3D and PlayStation Move support.
Alpha information is always stored in DXT1-compressed textures as one bit (on/off), whether or not the texture is transparent. In DXT1C (non-transparent) textures, the alpha-bit is always on; thus, the pixels are opaque. In DXT1A (transparent) textures, the alpha-bit may be on or off. If it is off, the color data is arbitrarily black (R:0, G:0 ...
S3 Texture Compression (S3TC) (sometimes also called DXTn, DXTC, or BCn) is a group of related lossy texture compression algorithms originally developed by Iourcha et al. of S3 Graphics, Ltd. [1] [2] for use in their Savage 3D computer graphics accelerator.
During the texture mapping process for any arbitrary 3D surface, a texture lookup takes place to find out where on the texture each pixel center falls. For texture-mapped polygonal surfaces composed of triangles typical of most surfaces in 3D games and movies, every pixel (or subordinate pixel sample) of that surface will be associated with some triangle(s) and a set of barycentric coordinates ...