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It has been recently noted that Corrinne Yu's Linkedin profile that she has left 343 Idustries to join game developer Naughty Dog. Connie was the principle engine programmer at Microsoft's 343 Industries and while there she developed new lighting technology for Halo 4 using dynamic radiosity algorithms which Microsoft patented.Though unable to be currently confirmeddue to deletion, a tweet by Connie is said to have read: "I am loving PS4 graphics coding. No more Windows 8 for me. So happy!" Connie hired onto 343 Industries as Principal Engine Architect in 2008 whereYu programmed lighting, facial animation, and developed various new technologies for use in Halo 4. Naughty Dog, which has developed of the popular Uncharted series, is sure to have acquired her services for working on their newest installment Uncharted 4 which was announced on Spike TV's All Access earlier this month. According to spokespeople from Naughty Dog, the installment will see "a big jump" in graphical quality. Before joining Microsoft, Yu was also a lead technology programmer at 3D Realms, and a director of technology at Gearbox Software where she worked on titles Brothers in Arms and Borderlands. She was a founding member of Microsoft’s Direct 3D advisory board, and participated in CUDA and GPU simulation at Nvidia. Connie Yu's Accomplishments She is an experienced Studio Wide Director of Technology on Xbox 360, PS3, PC. She is coding graphics on PS4. You can contact her on non PS4 business at [email protected]. She is one of the 10 Most Influential in Gaming in the Last Decade [source: Kotaku] She is coding/coded at big and seminal companies like Microsoft, Apple, Sony, Intel, IBM, Apogee, 3D Realms, Learning Company, Sierra Oakhurst as Studio Wide Director of Technology and Lead Programmer. She is SIGGRAPH Game Development Committee Member She is Microsoft Graphics Advisory Board member. She is Founding Member of Microsoft's First Graphics Advisory Board. She is GDC WiG Best Programmer award winner. She programmed Borderlands and Brothers In Arms for Xbox 360, PS3, PC. View full article
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- Connie Yu
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Have internet back. Seems provider had us set as a two "G" user along with some other bad or unneeded settings and when we lost our number two port at their end it created a series issues, realizations and lengthy fixes. Got a new top end router from the tech (I felt it was the least they could do!) and made a new friend.
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Buy a replacement port here and use this to help do it. Pins snap off or bend back and render port useless.
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If you have any really good 2v2 film clips that you would like to offer for a chance to end up in a video announcement on THFE, please submit them via Private Message (PM) to me, Absolute Dog. Clips must be short film sequences of amazing team work, great shooting sequences or anything that would provide a good perspective of two players working together. Please submit all clips by this Friday, November 22nd, by 10:00 am EST via the PM system on this site to Absolute Dog. All clips must be from Halo 4......tea bagging is optional!
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- 343 Industries
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They still charge for Halo 3 DLC and it was made in 2007. If you are even considering buying, might as well save your money, because it is not like you will get to many chances to play many DLC maps anyways.
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The Killing Season is the movie available this weekend for free for all XBL Gold members. The Killing Season begins with some promise of being a good movie. Beginning from the opening credits, through a flashback series of both men involved in the Bosnian war and leading into where they meet again in the mountains of the mid west the story feels okay. The initial problem I had with the movie is that Travolta was unable to pull off being a Serbian. Whether from the lack of actual features, his speech or the fact he had little of the mannerisms noted of that people. Their meeting on a mountain road, which is poorly written, is where the movie becomes unbelievable. Ford, De Niro's character, is unable to recognize the one person he killed during the war that has haunted him while Kovac, Travolta's character, is virtually unchanged since they first met. What follows is just so much Hollywood bull that it ruins what could have been a good movie. The final scene sequence between Ford and Kovac is a complete joke. Kovac's history as a member of the Scorpion death squad and all he had done with torture, rape, haenous treatment of dead bodies and murder could in no measure be compared to the single moment that Ford failed himself and what he believed in. Is the movie a good way to 1 1/2 hours, sure, if you have nothing better to do. I feel that both actors made a poor choice in this movie and whoever wrote the screen play must have been right out of school. Killing Season get a 3/10 from me.
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We encourage our members to join and review the Forge Cafe maps and discussions. Taking an active part there and sharing thoughts and ideas from here is for the benefit of the community.
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I am proud to announce our new affiliates here at 343i.org. Forge Cafe is our newest site affiliate and and the FWM - Forge World Maps is our newest YouTube affiliate. The Forge Cafe has a solid standing in the forge community and is home to a quality group of forgers and custom gamers. undr zid, the site administrator of Forge Cafe, has proven to be a great host to our members on their site as we have been to theirs. One noted member of the Cafe is Zandril, a former MOM of 343i.org, creator of the "Map Marker" kit used by many forgers and regular poster of maps both within our forge area as well as THFE's. In addition to the new affiliation, we will be marking the occasion with a 2v2 Forge Contest that will include 343i.org, Forge Cafe and Halo Customs. Selected maps from the contest will be used in a tournament between the participating sites, following the contest. Stay tuned for more information on the forge contest and start date! The YouTube channel, FWM - Forge World Maps, is run by our own Brett. He has been a member in good standing since early February and has fashioned a quality Halo channel. Be sure to subscribe to it and see what FWM has to offer!
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XBOX One design appears not to support gaming first.
Absolute Dog posted a article in Other Articles
Infinity Wards 'Call of Duty' series is so closely tied to the XBOX that when it was realized Microsoft's newest console could not support 1080p directly it was seen as a big discrepancy between the XBOX One and PS 4 consoles. Mark Rubin, executive producer at Infinity Ward explains the reasons to interviewer Wesley Yin-Poole of Eurogamer.net. Here is some insight from an earlier article. "If there is something about the Xbox One hardware that's to blame, it is the way it allocates memory resources", Rubin suggests. Microsoft's console reserves 10 per cent of GPU time for its operating system. As Digital Foundry's Richard Leadbetter describes it, features such as Kinect skeletal tracking account for "precious resources that are inaccessible to game developers". Rubin discusses this issue, and more, in the below interview. Xbox One Resolutiongate: Call of Duty: Ghosts dev Infinity Ward responds Original Article by: Wesley Yin-Poole Eurogamer.net Creating a next-gen launch title sounds like a nightmare. Can you explain exactly the challenges you faced? Mark Rubin: It is for our engineers, especially. Fortunately, both Xbox One and PS4 are very much like PC, more so than the last generation. That helped enormously. If the systems had their very peculiar architecture, like they did in current gen, this would have been a different conversation. But because of that the development this time around it was significantly easier. I have experienced the current-gen launch. I was at Infinity Ward for COD 2. When we launched it was just PC and Xbox 360, but that was our first console, period. There was a lot to learn leading up, but that was just one console, when all it was was PC and that new console. And that was an interesting challenge. So to do PC, current-gen two SKUs and next-gen two SKUs, was a massive challenge. Working with the theoretical hardware would have been a disaster if... honestly, the hardest thing to deal with is not the architecture. It's the OS (operating system) of the systems. That's the thing that comes on the latest. The Xbox One's OS on their box versus the Sony OS, becomes the hardest. All the SDKs and stuff you have to work with - that's the stuff that changes, not the hardware itself. What about the operating systems, exactly, is the problem? Mark Rubin: There's stuff in the console's OS that interacts with the game. So, for instance, voice chat is often supported by the hardware manufacturer rather than the software, and you're just using their channel. When that stuff is changing - because they're developing it on their side - and the resources they're using are changing - your, from a game design standpoint, challenge is with trying to make enough room for those resources to be used but at the same time use as much resources as possible. One of the greatest challenges the engineers have to deal with is memory management, or thread management. There are X number of threads in your CPUs. Where in those threads is the stuff that's Microsoft or Sony? Where does it fall? How does it work? We don't have the SDKs for those features yet, and then they come in and you go, okay, well it needs 3MB of RAM - oh, crap, we only allocated two! You can't just take a MB from anywhere. It's not like there's just tonnes of it just laying there. You have to pull it from something else. And now you have to balance that somewhere. It becomes a massive change internally for our entire engine, if they add a few MB to the amount of resources they need, or if they require all their processes to be on one thread. If it's not multi-threaded then we have to put it on one thread. Now we have to find space on one thread, where that can live, that it's not creating a traffic jam on that thread. Sometimes we have to be like, okay, we have to move all this stuff over to a different thread and then put that in to that thread, just to manage traffic. That's what engineers are often doing: managing the traffic of CPU threads and memory and where that's going, allocating memory, what kind of memory is it? Is it dynamic? Sometimes what has to happen is we have to allocate the 3MB straight off the bat and just say, these 3MB, specifically, these actual memory addresses, have to be used for this. They can't be used anywhere else. Whereas dynamic, it's like, okay, I need 3MB but it doesn't matter where those 3MB come from. So all that stuff can change on the fly. And you're trying to develop your system to match with that, and it's two systems, now, not just one: Sony and Xbox. That creates a massive engineering nightmare. Wow. It sounds harder than I realised. Is all that you've just described the reason the Xbox One version is native 720p and the PS4 version is native 1080p? Mark Rubin: In a way. I don't know if I can point to one particular cause. Early on, we didn't know where exactly the resolution of anything would fall because we didn't have hardware or the software to support it. We tried to focus in on 1080p, and if we felt like we were on borderline of performance somewhere... We tried to make the best decision for each platform that gives you the best-looking game we could get and maintains that 60 frames a second. There's no specific, oh, well, the VO chat on Xbox took up so much resources that we couldn't do 1080p native. There's no definitive one to one per se cause and effect. It's just an overall thing. We took each system individually and said, 'okay, let's make the best game for each system.' I think both look great. Some people might notice if they had them right next to each other. Some people might not. The Xbox One is 1080p output, it's just upscaled hardware wise. It was a late decision, too. That call wasn't made until a month ago. Put me in your shoes when you were told this was going to be the case. I assume your engineering team explains to you this is the way it has to be. How did you guys react internally? Could Microsoft engineers not have helped? Mark Rubin: It's not a thing, like pointing to the day he came and said... It wasn't like that. It's a long process. And we're always working with both platforms. There were Microsoft engineers there throughout development. They were always there. There wasn't an event, per se. There wasn't a meeting. It was just something that developed over time. Everybody was involved. Obviously the PR guys, when they found out, when they were told, that was more of an event than the devs sitting at work working on it. So you'd have to ask them. What everyone will ask is whether this is the result of the Xbox One simply not being as powerful as the PS4, and you're doing your best with the hardware you have, or whether for future versions you may be able to get the Xbox One version running natively at 1080p? Mark Rubin: It's very possible we can get it to native 1080p. I mean I've seen it working at 1080p native. It's just we couldn't get the frame rate in the neighbourhood we wanted it to be. And it wasn't a lack of effort. It wasn't that it was like last minute. We had the theoretical hardware for a long time. That's the thing you get pretty quickly and that doesn't change dramatically. It was more about resource allocation. The resource allocation is different on the consoles. That huge web of tangled resources, whether it's threads-based or if it's GPU threads or if it's memory - whatever it is - optimisation is something that could go theoretically on forever. I definitely see slash hope both platforms will look way better the next time we get a chance at it. As an obvious analogy - and if people are not sure about this it's pretty simple - look at Call of Duty 2 versus COD 4. It was a massive leap forward in graphics, and that's just because it takes time to get through this. First launch, first time at bat at a new console is a challenging one. That's just the way it is. For people fearful one system is more powerful than the other or vice versa, it's a long game. -
Infinity Wards 'Call of Duty' series is so closely tied to the XBOX that when it was realized Microsoft's newest console could not support 1080p directly it was seen as a big discrepancy between the XBOX One and PS 4 consoles. Mark Rubin, executive producer at Infinity Ward explains the reasons to interviewer Wesley Yin-Poole of Eurogamer.net. Here is some insight from an earlier article. "If there is something about the Xbox One hardware that's to blame, it is the way it allocates memory resources", Rubin suggests. Microsoft's console reserves 10 per cent of GPU time for its operating system. As Digital Foundry's Richard Leadbetter describes it, features such as Kinect skeletal tracking account for "precious resources that are inaccessible to game developers". Rubin discusses this issue, and more, in the below interview. Xbox One Resolutiongate: Call of Duty: Ghosts dev Infinity Ward responds Original Article by: Wesley Yin-Poole Eurogamer.net Creating a next-gen launch title sounds like a nightmare. Can you explain exactly the challenges you faced? Mark Rubin: It is for our engineers, especially. Fortunately, both Xbox One and PS4 are very much like PC, more so than the last generation. That helped enormously. If the systems had their very peculiar architecture, like they did in current gen, this would have been a different conversation. But because of that the development this time around it was significantly easier. I have experienced the current-gen launch. I was at Infinity Ward for COD 2. When we launched it was just PC and Xbox 360, but that was our first console, period. There was a lot to learn leading up, but that was just one console, when all it was was PC and that new console. And that was an interesting challenge. So to do PC, current-gen two SKUs and next-gen two SKUs, was a massive challenge. Working with the theoretical hardware would have been a disaster if... honestly, the hardest thing to deal with is not the architecture. It's the OS (operating system) of the systems. That's the thing that comes on the latest. The Xbox One's OS on their box versus the Sony OS, becomes the hardest. All the SDKs and stuff you have to work with - that's the stuff that changes, not the hardware itself. What about the operating systems, exactly, is the problem? Mark Rubin: There's stuff in the console's OS that interacts with the game. So, for instance, voice chat is often supported by the hardware manufacturer rather than the software, and you're just using their channel. When that stuff is changing - because they're developing it on their side - and the resources they're using are changing - your, from a game design standpoint, challenge is with trying to make enough room for those resources to be used but at the same time use as much resources as possible. One of the greatest challenges the engineers have to deal with is memory management, or thread management. There are X number of threads in your CPUs. Where in those threads is the stuff that's Microsoft or Sony? Where does it fall? How does it work? We don't have the SDKs for those features yet, and then they come in and you go, okay, well it needs 3MB of RAM - oh, crap, we only allocated two! You can't just take a MB from anywhere. It's not like there's just tonnes of it just laying there. You have to pull it from something else. And now you have to balance that somewhere. It becomes a massive change internally for our entire engine, if they add a few MB to the amount of resources they need, or if they require all their processes to be on one thread. If it's not multi-threaded then we have to put it on one thread. Now we have to find space on one thread, where that can live, that it's not creating a traffic jam on that thread. Sometimes we have to be like, okay, we have to move all this stuff over to a different thread and then put that in to that thread, just to manage traffic. That's what engineers are often doing: managing the traffic of CPU threads and memory and where that's going, allocating memory, what kind of memory is it? Is it dynamic? Sometimes what has to happen is we have to allocate the 3MB straight off the bat and just say, these 3MB, specifically, these actual memory addresses, have to be used for this. They can't be used anywhere else. Whereas dynamic, it's like, okay, I need 3MB but it doesn't matter where those 3MB come from. So all that stuff can change on the fly. And you're trying to develop your system to match with that, and it's two systems, now, not just one: Sony and Xbox. That creates a massive engineering nightmare. Wow. It sounds harder than I realised. Is all that you've just described the reason the Xbox One version is native 720p and the PS4 version is native 1080p? Mark Rubin: In a way. I don't know if I can point to one particular cause. Early on, we didn't know where exactly the resolution of anything would fall because we didn't have hardware or the software to support it. We tried to focus in on 1080p, and if we felt like we were on borderline of performance somewhere... We tried to make the best decision for each platform that gives you the best-looking game we could get and maintains that 60 frames a second. There's no specific, oh, well, the VO chat on Xbox took up so much resources that we couldn't do 1080p native. There's no definitive one to one per se cause and effect. It's just an overall thing. We took each system individually and said, 'okay, let's make the best game for each system.' I think both look great. Some people might notice if they had them right next to each other. Some people might not. The Xbox One is 1080p output, it's just upscaled hardware wise. It was a late decision, too. That call wasn't made until a month ago. Put me in your shoes when you were told this was going to be the case. I assume your engineering team explains to you this is the way it has to be. How did you guys react internally? Could Microsoft engineers not have helped? Mark Rubin: It's not a thing, like pointing to the day he came and said... It wasn't like that. It's a long process. And we're always working with both platforms. There were Microsoft engineers there throughout development. They were always there. There wasn't an event, per se. There wasn't a meeting. It was just something that developed over time. Everybody was involved. Obviously the PR guys, when they found out, when they were told, that was more of an event than the devs sitting at work working on it. So you'd have to ask them. What everyone will ask is whether this is the result of the Xbox One simply not being as powerful as the PS4, and you're doing your best with the hardware you have, or whether for future versions you may be able to get the Xbox One version running natively at 1080p? Mark Rubin: It's very possible we can get it to native 1080p. I mean I've seen it working at 1080p native. It's just we couldn't get the frame rate in the neighbourhood we wanted it to be. And it wasn't a lack of effort. It wasn't that it was like last minute. We had the theoretical hardware for a long time. That's the thing you get pretty quickly and that doesn't change dramatically. It was more about resource allocation. The resource allocation is different on the consoles. That huge web of tangled resources, whether it's threads-based or if it's GPU threads or if it's memory - whatever it is - optimisation is something that could go theoretically on forever. I definitely see slash hope both platforms will look way better the next time we get a chance at it. As an obvious analogy - and if people are not sure about this it's pretty simple - look at Call of Duty 2 versus COD 4. It was a massive leap forward in graphics, and that's just because it takes time to get through this. First launch, first time at bat at a new console is a challenging one. That's just the way it is. For people fearful one system is more powerful than the other or vice versa, it's a long game. View full article
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Xbox One: Display Resolution Issues?
Absolute Dog replied to RedStarRocket91's topic in Announcements
Matt, these are game consoles, not remote controls. Who cares if it can scratch it butt while whistling "Dixie"? It has to be a game console before all else or it fails. -
It is my birthday today! I will be back tomorrow.
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It is supposed to be put back into rotation within Big Team I believe.
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Unfortunately I have nothing that will solve or give you a definitive answer Joe. Halo 4 servers have been known to delete players progress in both match making content and campaign content. In most known cases it is returned after time, but sadly some progress is lost permanently. I wish I had better news for you.
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Halo 3 and Halo Reach servers are down at the current time.
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I have reviewed your account and have awarded you not only the FaceBook award, but also the "Quality Posts" and "Well Spoken" which reflect on your posts, quality content and well written responses.
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My thoughts on Destiny's population versus what Halo 4 has now is....."There will be no comparison." Destiny, as Jester put it, will over whelm Halo 4's 'day one' population, I believe, with ease. I'll go even further and state Destiny will over shadow anything in the FPS or shared-world shooter market.
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The Halo 3 play list needs to be left alone, period. The only thing worth doing is allowing for free down loads of all DLC maps so new players can enjoy what we have for so very long. The play lists in H3, given the influx of what could be thousands of newer players, would receive the needed numbers from the free down load of the game. If the DLC was offered to the community for free, Halo 3's slow game types would receive a lot more play. New players would want to experiment with the various play lists and see what others have talked about in this older title. It would be an insult to all of us who have continued to play and support Halo 3 for all these years if 343 comes in and does anything to consolidate, alter or add any updates. If they are seriously interested in showing new players the game that we have played for so long, the last actual Halo game that is still online.....then do not change anything! Just simply give Halo 3 the influx of new players, add the DLC for free and leave a game that is not broken alone.
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I do not have a complete research done yet, but everything I have leans towards having a beta code. I will update here in this thread if I find something additional, but considering the desire of a developer to have serious feed back from a gamer that is committed to a purchase would be understood.
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Iconik Gaming is recruiting Halo players!
Absolute Dog replied to Jettymike's topic in Clan Recruiting / Advertising
Courtesy Bump. Please remember when you have existing posts here. You may have another member of your clan note a specific event or member drive. We offer this forum as a service and know you all try to respect this. Thank you. -
Anyone in the U.S. that has access to a local Game Stop can simply place $5.00 towards the preorder and get a beta code. If you have already ordered from GS you may have already, or soon get, an email from them with the code. This is based on the fact they have your email address. I have talked with GS and they stated if you do not receive the beta code via email, you may stop into your local store and where you can 'reset' your preorder and receive the code right on the receipt. Judging from the interest in Destiny and the fact that there will be a limit on beta testers, and you do not have a beta code either from a preorder, being a User Research Subject or another means.......you should move soon to secure a beta code and activate it at B.net.
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Dominion has been removed as it's own play list and will be included in a rotation, I believe, with BTB soon, if it is not there already. I have been away for a few days. As for other play lists being removed or having their game types changed, they state they are either following numbers of players in a play list or 'community' feed back. I understand your frustration and know how you feel as with any of these types of changes they are simply ignoring those who have/are playing the games and enjoying them as they are. When they combine play lists together, especially when one game type out performs others it is combined with, you get no selection as you have stated. My suggestion to you, if you are true fans of a particular play list, is to look into custom games being played for that game type. As for Dominion, we are currently judging a good list of new maps for that game type and will soon have the winners posted and run a dedicated Dominion lobby in custom gaming. Stay tuned for more Dominion details as that is a game type we fully support here.
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343iCF Breast Cancer Awareness Signature Make-Over
Absolute Dog replied to GryffinGuy007's topic in Announcements
I strongly encourage all members to show support by either allowing the Art Department to add pink and a ribbon to your signature or doing so yourself. Most people know someone who has either been affected by breast cancer or knows someone who has had a loved one affected. This is one small way to show support to the women who are breast cancer survivors, who are currently being treated or who we have lost. -
Not sure how to 'pink up' my sig, but at least try lol. I have found what I wanted for mine.
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Members smell there own defeat and fall...........