Pokken Tournament - accolades trailer
"Better than Harvest Moon" says Robio
youtu.be media
gamingeek
Animal Crossing mobile will be connected to Animal Crossing
on dedicated gaming systems
nintendo.co.uk
gamingeek
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*crickets*
Thank you!
You are now responsible for both my sig and my (currently defective
) avatar.
Your avatar is working just fine...
Senran Kagura, the game that keeps on gifing...
This weekend, I played hours and hours of TLoU multiplayer. I was hoping to start back with Destiiny and Dying Light but couldn't peel myself away from this game. Uncharted can't come soon enough!
No it's not. The full gif has her pulling her panties down to reveal her wang. That's why Angela Lansbury is so repulsed.
I want that Senran Kagura game.
I've been playing mostly Forza 6, Forza Horizon 2, and the Gears of War 4 beta. Also played a bit of Dig Dug, Pac-Man, and Galaga last week.
It's frozen for me.
Some of those new gifs may be suitable for a remix. 
I've been playing GB Tetris, Meteos, and Xevious on my 3DS. I also played a few levels of Rayman Legends on Wii U this weekend.
I was playing Dark Souls III but I beat it. Jesus playing all three of these games in the timespan of a year is so draining.
One of the site's forefathers.
I played one game of Advance wars Days of Ruin. One game.
The red woman has never made me harder.
At the end of the show?
So gross.
VR development 'akin to traveling back in time and developing for the N64'
The need for virtual reality devs to get as much bang for your buck out of the limited processing capacity available harks back to the early days of coding.
That’s according to Futuretown co-founder and CTO Justin Liebregts, who told Develop: “A large portion of the engineering and art issues lay around the tight CPU and GPU constraints. There is no forgiveness in VR for not hitting 90fps, as it feels absolutely terrible.
“Engineers need to optimise their code to prevent issues like poorly running code causing framerate spiking. Artists need to have strong fundamental understandings of the render pipeline to provide maximum visual fidelity while working with essentially half the performance that would normally be available to them.
“It's akin to traveling back in time and developing for the N64 with extremely tight memory and CPU budgets. It can be difficult finding developers, especially artists, that have such strong fundamental understandings of how the art pipeline can be best optimised. This is a challenge that will be overcome with practice and experience.”
However, these early pains serve a greater purpose – they lay the foundations for easier VR development in the future.