注册 登录  
 加关注
   显示下一条  |  关闭
温馨提示!由于新浪微博认证机制调整,您的新浪微博帐号绑定已过期,请重新绑定!立即重新绑定新浪微博》  |  关闭

.

.

 
 
 

日志

 
 

武装突袭3 最新系统配置 在-games.on.net - 新的最低硬件規格  

2012-06-01 21:49:59|  分类: ARMA3类 |  标签: |举报 |字号 订阅

  下载LOFTER 我的照片书  |

Games.on.net sat down with Ivan Buchta and Jay Crowe to talk about Arma 3.

In this interview we can find some new information about Arma 3, for example the new minimum hardware specifications (they seem to have lowered CPU requirements but upped GPU requirements). Also some information of what we can expect of the Community Alpha which will be released after the E3, some general information about the game and its improvements as well as a new exclusive underwater screenshot!
(這次採訪我們可以找到一些新的信息ARMA3例如,新的最低硬件規格他們似乎已經降低對CPU的要求調升GPU的要求還有些什麼我們可以期待社區阿爾法在E3公佈一些關於遊戲改善以及一個新的獨家水下截圖一般信息信息!)
    Quote :
    GON: You've shown off the island of Stratis, which is looking gorgeous, and you've mentioned that your new engine gives bigger terrain than ever before. How big are we talking, and will you be altering the gameplay to make use of the new space?
      Ivan: The map area of Limnos is 900 square kilometers, fitting into a 30x30 km square. The area of the island itself is about 270 square kilometers, but we should count in the adjacent seabed, too.

      Jay: Sure, the coastline is definitely worth mentioning - particularly in terms of the new scuba mechanics - we hope that this will open up a whole new avenue of gameplay for our players.

    GON: Can you expand a little more on the storyline of the campaign?
      Jay: Various early design ideas recently crystallised into the current campaign, which puts the player into the boots of a relatively inexperienced solider, Cpl. Ben Kerry. He's definitely not in the traditional mould of an 'Elite Tier 1 operative'; rather, he's just one soldier: part of a US Army deployment in the Aegean. I think it's also important to mention that we're looking to produce a primarily 'gameplay-driven' campaign, where the designers create a set of tasks and context, and the player is given the latitude to create his own experience in the execution of these objectives, without the trappings of amateur dramatics or heavily scripted sequences.

    GON:Can you tell us a bit more about what sort of system spec you're aiming for with ArmA III, and whether or not our readers should begin pricing some system upgrades?
      Jay: Sure, at E3 we're releasing a newly revised set of minimum hardware specifications, but I’d be happy to share them with you now:
      • Minimum Specifications:
      • OS: Windows Vista SP2, Windows 7 SP1
      • CPU: Intel Dual-Core 2.4 GHz or AMD Dual-Core Athlon 2.5 GHz
      • GPU: NVIDIA GeForce 8800GT or ATI Radeon HD 3830 or Intel HD Graphics 3000 with Shader Model 4 and 512 MB VRAM
      • RAM: 2 GB
      • HDD: 15 GB free space
      • DirectX?: 10

    GON: Are you still on track for a community alpha release this year, and what gameplay elements are you looking at including in the alpha?
      Jay: It goes almost without saying that we’ll need to be sensible about what we include, and how we can usefully gather feedback that can be put to good use.

      Ivan: The Community Alpha will probably start by showcasing the infantry combat and some of the new features, but we plan to release few upgrades and feature additions as we are interested in players' feedback.

      Jay: With Take On Helicopters, our pre-launch public builds generated a lot of expert feedback. In truth, I think we struggled to iterate on this quickly enough. That's not to say the process wasn't worthwhile. The process really helped us to make TKOH one of the most 'stable' launches we’ve managed to produce as a company. Rather, I'd say we've learned from that and look for ways to maximise the time and effort that players will sink into our alpha process. For me, it's this fundamental stability that we’re most interested in bringing to the table with ArmA III.
The entire inteview can be found at games.on.net.
For all the latest Arma 3 intel, please visit www.arma3.com or track them via:
武装突袭3 最新系统配置 在-games.on.net - 新的最低硬件規格 - foxer - .
 

******************************************************************************************************************************
''We give a lot of power to the players, and in that sense, invest some trust in them'': BIS on ArmA III, Mods, Maps and More
Article by Tim Colwill - Fri Jun 1, 2012 12:12pm - 9 Comments
武装突袭3 最新系统配置 在-games.on.net - 新的最低硬件規格 - foxer - .

Here at games.on.net, we're big fans of ArmA - so when we found Senior Developers Ivan Buchta and Jay Crowe wandering lost in our corridors, we immediately called them in for a chat. Read on for their thoughts on map size, mods, and what they think of DayZ, as well as revised minimum specs for ArmA III.



GON: You've shown off the island of Stratis, which is looking gorgeous, and you've mentioned that your new engine gives bigger terrain than ever before. How big are we talking, and will you be altering the gameplay to make use of the new space?

Ivan: The map area of Limnos is 900 square kilometers, fitting into a 30x30 km square. The area of the island itself is about 270 square kilometers, but we should count in the adjacent seabed, too.

Jay: Sure, the coastline is definitely worth mentioning - particularly in terms of the new scuba mechanics - we hope that this will open up a whole new avenue of gameplay for our players.

GON: You've described Stratis as being good for small, compact engagements - but it already puts the map size of other military shooters to shame! If Stratis is big, what sort of gameplay do you expect on Limnos?

武装突袭3 最新系统配置 在-games.on.net - 新的最低硬件規格 - foxer - .
Ivan: In general, the gameplay on such a big terrain will simply have the proper military scale: armor engagements, helicopter missions, transfers on long distances or simply enough various places for the player to visit.

Jay: With larger terrains, a big part of - particularly multiplayer - gameplay is tied to properly planning an attack. A good commander isn't just proficient in hitting any given target, but in making sure he's chosen the most advantageous route or in setting up the correct supports.

Half the satisfaction might lie in the unique journey to an objective, not just the successful completion of it.

GON: The Stratis footage seen recently also showed that the animations have been hugely improved, as well as the addition of ragdolling. Can you tell us what prompted you to go back over the animations and how you've gone about upgrading them?

Jay: Ragdoll is, in a sense, quite a standard feature in games these days, so, partly, it was about bringing our systems up to scratch. ArmA III also provided an opportunity to create better, smoother and more authentic than ever before, using some of the latest technology in our in-house ‘MOCAP’ studio, and the work of some real-life soldiers. In fact, a few weeks back, I had a great chat with our animations lead about his vision for ArmA III, there’s a bunch of behind the scenes images and what not, so if you’re interested, it’s well worth checking out!

GON: The player can now move underwater freely. What gameplay opportunities does this present and how can players take advantage of them?

Ivan: Underwater combat is part of the deal, and we have some ideas how to let player have fun underwater in the campaign: reconnaissance, infiltration, securing landing zones, disarming anti-ship mines...

Jay: Generally, players can think of diving as another element of freedom, another avenue to explore. Our games are at their best when the player is given the power to choose their own way, using our terrain and features as a framework for their own unique experiences.

Jay and Ivan gave us this exclusive underwater screenshot just for the occasion. Click for hi-res!

武装突袭3 最新系统配置 在-games.on.net - 新的最低硬件規格 - foxer - .

GON: Can you expand a little more on the storyline of the campaign?

Jay: Various early design ideas recently crystallised into the current campaign, which puts the player into the boots of a relatively inexperienced solider, Cpl. Ben Kerry. He's definitely not in the traditional mould of an 'Elite Tier 1 operative'; rather, he's just one soldier: part of a US Army deployment in the Aegean. I think it's also important to mention that we're looking to produce a primarily 'gameplay-driven' campaign, where the designers create a set of tasks and context, and the player is given the latitude to create his own experience in the execution of these objectives, without the trappings of amateur dramatics or heavily scripted sequences.

武装突袭3 最新系统配置 在-games.on.net - 新的最低硬件規格 - foxer - .
GON: Many people felt that ArmA II was somewhat unoptimised and ran slowly on machines that should have been able to handle it. Do you feel that ArmA III will address these issues?

Ivan: Hopefully yes. Of course, we have added new rendering techniques into the engine, which makes it more demanding, but with the computing power an average gaming PC has these days, ArmA III should both look and run well.

Jay: In terms of the video options, too, we give a lot of power to the players, and - in that sense - invest some trust in them, also.

If they want to play with everything on very high – completely max it out – well, that's up to them. It’s a PC game. Naturally, it is up to us to optimise as much as we can; it’s not an excuse to do a half-assed job. Ultimately, though, it’s about giving players the choices. Our video settings provide the option to throttle things back to find a balance for how you want to play on your hardware.

GON: On that note, can you tell us a bit more about what sort of system spec you're aiming for with ArmA III, and whether or not our readers should begin pricing some system upgrades?

Jay: Sure, at E3 we're releasing a newly revised set of minimum hardware specifications, but I’d be happy to share them with you now.
Minimum Specifications:
OS: Windows Vista SP2, Windows 7 SP1
CPU: Intel Dual-Core 2.4 GHz or AMD Dual-Core Athlon 2.5 GHz
GPU: NVIDIA GeForce 8800GT or ATI Radeon HD 3830 or Intel HD Graphics 3000 with Shader Model 4 and 512 MB VRAM
RAM: 2 GB
HDD: 15 GB free space
DirectX?: 10
GON: Will you be launching with mod support and dedicated server tools available?

Ivan: Definitely yes. The community may need to wait for some of the tools or a Linux server, but we are going support the community at least as much as we've done so far.

GON: Are you still on track for a community alpha release this year, and what gameplay elements are you looking at including in the alpha?

Jay: It goes almost without saying that we’ll need to be sensible about what we include, and how we can usefully gather feedback that can be put to good use.

"(DayZ is) a massive validation of what open worlds can achieve, and what players can do if provided with a simple set of elegantly designed rules"
Ivan: The Community Alpha will probably start by showcasing the infantry combat and some of the new features, but we plan to release few upgrades and feature additions as we are interested in players' feedback.

Jay: With Take On Helicopters, our pre-launch public builds generated a lot of expert feedback. In truth, I think we struggled to iterate on this quickly enough. That's not to say the process wasn't worthwhile. The process really helped us to make TKOH one of the most 'stable' launches we’ve managed to produce as a company. Rather, I'd say we've learned from that and look for ways to maximise the time and effort that players will sink into our alpha process. For me, it's this fundamental stability that we’re most interested in bringing to the table with ArmA III.

GON: The success of the Day Z mod recently can't have escaped your attention at Bohemia - especially considering it's been developed by Dean Hall who works for you! How does Bohemia feel about seeing ArmA II skyrocket again in popularity?

Jay: It’s fantastic to work with Dean, and it's a vindication of the efforts made internally to support modding, even when sometimes it can make life a little more complex! It's also a massive validation of what open worlds can achieve, and what players can do if provided with a simple set of elegantly designed rules.

Ivan: It is certainly big proof that our approach towards community may eventually pay off. I am particularly happy with the new people being attracted to our game, and appreciate the depth of the simulation and effort we keep investing to create unique games environments.
  评论这张
 
阅读(432)| 评论(0)
推荐

历史上的今天

在LOFTER的更多文章

评论

<#--最新日志,群博日志--> <#--推荐日志--> <#--引用记录--> <#--博主推荐--> <#--随机阅读--> <#--首页推荐--> <#--历史上的今天--> <#--被推荐日志--> <#--上一篇,下一篇--> <#-- 热度 --> <#-- 网易新闻广告 --> <#--右边模块结构--> <#--评论模块结构--> <#--引用模块结构--> <#--博主发起的投票-->
 
 
 
 
 
 
 
 
 
 
 
 
 
 

页脚

网易公司版权所有 ©1997-2017