Mesaj tarihi: Ağustos 25 2 hours ago, TiesTorN said: bu control resonant oyunu kötü olacak gibi bir his var içimde. control 1 ve alan wake 2 gayet süper oyunlardı ama control resonant videolarında aynı heyecanı duyamıyorum maalesef. çok hızlı oynanan saçma sapan bir oyun olmuş gibi geldi bana. umarım yanılırım. Remedy büyük kumar oynuyor, oynanış videosuna bakınca hiç bilmedikleri sularda yüzmeye çalışıyolarmış gibi. Ya büyük batacaklar ya da bi şekilde suyun üstünde kalacaklar. Ve çok tehlikeli bi tarihte çıkarıyolar oyunu (24 Eylül), bakalım neler olacak... https://www.youtube.com/watch?v=VwOJuJRCLGk TiesTorN beğendi Bu mesajı paylaş Bu mesajın linki Sosyal ağlarda paylaş
Mesaj tarihi: Ağustos 26 10 hours ago, SEP said: Remedy büyük kumar oynuyor, oynanış videosuna bakınca hiç bilmedikleri sularda yüzmeye çalışıyolarmış gibi. Ya büyük batacaklar ya da bi şekilde suyun üstünde kalacaklar. Ve çok tehlikeli bi tarihte çıkarıyolar oyunu (24 Eylül), bakalım neler olacak... son videoyu izleyince taşlar oturdu yerine, devil may cry çakması olmuş. devil may cry serisini severiz ama onun türü zaten ezelden beridir hack n slash olduğu için onu öyle sevdik. remedy oyunları ağır olur, hikayesi güzel olur. bunu gözüm tutmadı, bilemiyorum görücez artık. Bu mesajı paylaş Bu mesajın linki Sosyal ağlarda paylaş
Mesaj tarihi: Ağustos 28 Ayrı bi konusu var mıydı bulamadım şimdi ama şu DLSS 5 henüz resmen çıkmadan NBA 2027 içinde bulunan bi DLL ile başka oyunlarla çalışabilecek şekilde modlanmış. https://www.youtube.com/watch?v=FGdGB7Bn_8Y https://www.youtube.com/watch?v=HYPKjL0ZqQE İlk duyurulduğunda bana aşırı lüzumsuz ve kötü görünen bi teknoloji olarak gelmişti ama şu an Control'de çalıştırıldığı şekilde gelecekse güzel olacak gibi sanki. Özellikle Jesse üzerinden konuşursak gayet doğal durmuş. Tabii şu an mod açılında FPS yarı yarıya düşüyomuş ama resmi olarak çıktıktan bi süre sonra illa ki optimize edilecektir. https://www.techspot.com/news/113649-nvidia-dlss-5-dll-leak-suggests-imminent-launch.html Quote On an RTX 5070 Ti at 4K, activating the mod drops the frame rate from 71 fps to 35 fps, but lower resolutions are expected to have a significantly smaller impact. One of the many demonstrations online showed an RTX 5090 dropping from 91 fps to 50 fps when engaging neural rendering in 4K. Bu mesajı paylaş Bu mesajın linki Sosyal ağlarda paylaş
Mesaj tarihi: Ağustos 28 bana hala lüzumsuz görünüyor. görüntüyü daha gerçekçi yapabilir ama sonuçta oyunu dizayn edenin tasarımı değil o, ai kendisi detay ekliyor. jesse'nin orjinal halini sevdik biz mesela, diğeri farklı bir karakter gibi Bu mesajı paylaş Bu mesajın linki Sosyal ağlarda paylaş
Mesaj tarihi: Eylül 8 - Ortalik DLSS 5 ile toz duman, inanilmaz gorseller geliyor oyunlardan; Elden Ring DLSS 5 ; [ https://www.youtube.com/watch?v=yBwsaG27Ni4- Killzone ... - Guerilla Games'in Killzone remake'i icin external bir studio ile isbirligi yaptigi soylentisi var... O studyonun da Painkiller, Bulletstorm ve Gears of War: Judgment gibi oyunlari gelistiren People Can Fly oldugu dusunuluyor... - Xbox Cloud Gaming'e guncelleme gelmis, daha once sinirsizken Kasim ayindan sonra Game Pass Ultimate: aylik 15 saat, Game Pass Premium: aylik 10 saat veGame Pass Essential: aylik 5 saat seklinde degisecekmis... Bir de Cloud icin Gamepass'e abone olmaya gerek kalmayacakmis, isteyen Xbox store uzerinden "zaman" satin alabilecekmis... - Son olarak LEGO Playstation duyurulmus, 160 eurocuk... stardust beğendi Bu mesajı paylaş Bu mesajın linki Sosyal ağlarda paylaş
Mesaj tarihi: Eylül 9 On 28.08.2026 at 3:17 PM, TiesTorN said: bana hala lüzumsuz görünüyor. görüntüyü daha gerçekçi yapabilir ama sonuçta oyunu dizayn edenin tasarımı değil o, ai kendisi detay ekliyor. jesse'nin orjinal halini sevdik biz mesela, diğeri farklı bir karakter gibi bende böyle düşünüyorum ya Bu mesajı paylaş Bu mesajın linki Sosyal ağlarda paylaş
Mesaj tarihi: Eylül 9 Oyunlar yapılırken DLSS 5 ile nasıl etkileşime gireceğini bilmedikleri için çıkan sonuç muhtemelen sanatçının hedefindeki imajdan çok daha farklı olabiliyor. Tam tersi de olabilir, belki de bu karakterleri çizen tasarlayan insanlar DLSS5 sonuçlarını görünce "işte bu" da demiş olabilir. Bunun olacağını bu günün geleceğini biliyorduk. Oyunların geleceği bu. Sonraki aşamada zaten oyun geliştirmek "burada üstü yosun tutmuş tuğla bir duvar ve önünde kırık ahşap bir sandalye var " sistemine dönüşecek. Bu mesajı paylaş Bu mesajın linki Sosyal ağlarda paylaş
Mesaj tarihi: Eylül 9 bence burdaki asıl sorun bu teknolojiye dlss 5 denmesi. evet böyle bir teknoloji tabi ki olabilir ve günümüzdeki gelişmiş ai ile mantıklı da ancak bunun adı dlss 5 olmamalıydı, farklı bir isim bulmalılardı bence. dlss'in amacı en başından beri görüntü kalitesinden ödün vermeden fps arttırmak üzerine kurulu. dlss denen şey bu değil. Peregrine and Atrin beğendi Bu mesajı paylaş Bu mesajın linki Sosyal ağlarda paylaş
Mesaj tarihi: Eylül 10 Yeni bomba; Sony, Kojima'nin yeni action-espionage oyunu PHYSINT icin yaptiklari ortakliktan cekilmis... Kojima abimiz de 3 aydir projeye ortak olacak birilerini ariyormus ve imdada Xbox yetismis... Saka gibi bu Hermen Hulst ya... Quote @HIDEO_KOJIMA_EN As confirmed earlier through our official channels, in mid-June of this year, we unexpectedly received notice from PlayStation Studios that they would cancel the PHYSINT project. PHYSINT is an important project both to me personally and to KOJIMA PRODUCTIONS. Determined to keep the project alive, we have spent the last three months searching tirelessly for a new partner. In the course of seeking advice and pursuing negotiations with people across many fields, we found in XBOX a partner with whom we share a common vision for the future, and we have decided to team up with them once again. Please rest assured that development of PHYSINT, our genre-defining action-espionage title, is ongoing and will continue moving forward. Quote XBOX and KOJIMA PRODUCTIONS Expand Partnership to Publish PHYSINT Hideo Kojima has spent his career challenging conventions and expanding what games can be. Today, KOJIMA PRODUCTIONS announced the next chapter of its partnership with XBOX. “Creators have choices about where and how they bring their ideas to life. We’re honored that Kojima-san has chosen XBOX to work with KOJIMA PRODUCTIONS on PHYSINT. His ambition to challenge conventions reflects the kind of creativity we want to support at XBOX,” said Asha Sharma, XBOX CEO. “This expands our relationship with XBOX beyond OD. As we move forward with the development of PHYSINT, we remain committed to redefining the action-espionage genre for players around the world,” said Hideo Kojima, Game Creator and Founder of KOJIMA PRODUCTIONS. In addition to OD and PHYSINT, this relationship will also extend beyond games, with XBOX and KOJIMA PRODUCTIONS collaborating across film and television to bring new stories to broader audiences. [ https://news.xbox.com/en-us/2026/09/09/xbox-and-kojima-productions-expand-partnership-to-publish-physint/ ]... Bu mesajı paylaş Bu mesajın linki Sosyal ağlarda paylaş
Mesaj tarihi: Eylül 10 amk senin Sony ve Hermen Chronos beğendi Bu mesajı paylaş Bu mesajın linki Sosyal ağlarda paylaş
Mesaj tarihi: Eylül 10 kojima'yı microsoft'a kaptırmaktan daha gerizekalıca bir iş olamazdı heralde. Bu mesajı paylaş Bu mesajın linki Sosyal ağlarda paylaş
Mesaj tarihi: Eylül 11 aga nedir bu kojima'nin olayi? adam programci degil bisey degil. oyun tasarimcisi olarak geciyor. adamakilli tek oyun serisi MSG. nedir bu adami cok ozel cok uzerinde konusulur yapan? Bu mesajı paylaş Bu mesajın linki Sosyal ağlarda paylaş
Mesaj tarihi: Eylül 13 (düzenlendi) STARCRAFT https://www.youtube.com/watch?v=9eQUtOQXYgQ Quote Story Driven Open World Shooter. 2030. [ https://x.com/StarCraft/status/2098838756157739045 ]... Eylül 13 JardeL tarafından düzenlendi rammstein beğendi Bu mesajı paylaş Bu mesajın linki Sosyal ağlarda paylaş
Mesaj tarihi: Eylül 13 F*ck 2030, kim öle kim kala, hype'a gerek yok geldiğinde bakarız. rammstein beğendi Bu mesajı paylaş Bu mesajın linki Sosyal ağlarda paylaş
Mesaj tarihi: Eylül 14 Diablo V Teaser [ https://www.youtube.com/watch?v=GxCN_AKYtts ] ... infestor beğendi Bu mesajı paylaş Bu mesajın linki Sosyal ağlarda paylaş
Mesaj tarihi: Eylül 15 On 13.09.2026 at 21:30, Peregrine said: F*ck 2030, kim öle kim kala, hype'a gerek yok geldiğinde bakarız. Artık bu kadar ileri tarihli şeyleri görünce, sadece lafın gelişi değil, gerçekten görememe ihtimali var diye düşünmeye başladım son bir kaç yıldır Bu mesajı paylaş Bu mesajın linki Sosyal ağlarda paylaş
Mesaj tarihi: Eylül 16 (düzenlendi) Gamepass ile ilgili yeni soylenti su sekilde; Quote Day 1 release olayi bitiyor, artik yeni oyunlar ilk gunden gelmeyecek. Cloud Gaming Gamepass'tan cikarilacak, isteyen 25 saatlik paketi $5.99'a alabilecek. Biri reklamli biri reklamsiz 2 ayri abonelik olacak. Reklamli abonelik $12.99, reklamsiz abonelik $19.99 olacak. Sadece Gamepass kutuphanesine erisim ve online multiplayer olan abonelik $14.99 olacak. (Bu biraz karisik, tam ne oldugunu anlamadim ama sanki EA Play, Ubisoft+ vb. dahil olmayacak buna) Sadece online multiplayer icin aylik abonelik ucreti $10.99 olacak. Aile plani icin aylik ek $5.99 odenecek. Iddianin sahibi Resetera moderatorlerinden birisi... Ama sanki bana bir pazar arastirmasi gibi geldi, ortaya bunu attilar tepkileri olcecekler... Day 1 olayi biterse kimse yillik $240 odemez Gamepass'e heralde... Eylül 16 JardeL tarafından düzenlendi Bu mesajı paylaş Bu mesajın linki Sosyal ağlarda paylaş
Mesaj tarihi: Eylül 21 (düzenlendi) On 10.09.2026 at 09:01, JardeL said: Yeni bomba; Sony, Kojima'nin yeni action-espionage oyunu PHYSINT icin yaptiklari ortakliktan cekilmis... Kojima abimiz de 3 aydir projeye ortak olacak birilerini ariyormus ve imdada Xbox yetismis... Saka gibi bu Hermen Hulst ya... Kojima abimiz konuyla ilgili IGN'e bir mulakat vermis; Quote Hideo Kojima: We are an independent company, so no funding is behind us as a corporation. We sign contracts according to projects, and that's how we survive one by one as an indie. So I need to find a new project before the previous project ends, and that's how we stay alive. That's our background situation. So in June, SIE said they wanted to have a Zoom call. I was so busy at that time — I had just gone to New York for a Prada event and then to LA right after. But anyway, I came back and we had this Zoom call. They said they can no longer fund development for Physint. I was shocked and I said, "What did you say?" I couldn't quite process what they had said. I wasn't sure because I was in shock. Anyway, I know there's a lot of news in the game industry that many studios are closing down, many titles are canceled, and I understand the situation in the industry as a whole. But I thought Physint was okay. That Physint was safe. So I was surprised. But not just surprised. We didn't understand the reason. I didn't have any anger or sadness; my first thought was, "What am I going to do with my studio?" Because we signed contracts for projects. Of course I had OD, but I only have two projects in my studio: OD and Physint. And I hire according to how many projects we have, and we have two. If we lose one contract, I thought I might have to cut all the people working on Physint, right? Or our studio could end up collapsing because we'll run out of cashflow. I've borrowed money from the bank for funding as well. At first [when we established the studio] they didn't listen to us at all. After a while when we got a title out, they were like, "We'll lend you money." If they find out that a project has been stopped or canceled, we'd be in big trouble. So my mind went blank when SIE told me. I don't remember so much of that meeting, to be honest with you. And my colleagues probably don't remember as well, so I can't really answer if you ask me what exactly they said. Nothing could've prepared me for their decision to step away from the project. So I thought, "What am I going to do from tomorrow?" But from my side, I love Sony. And I don't have any bad feelings against them because I know that it's a tough time in the game industry. I've been working with them for like 30 years… Mr. Ken Kutaragi, Mr. Hirai, I was close with them. But it's not like that recently. I realized that, okay, this is the reality. It's the 10th anniversary of my studio. My studio might collapse, right? But the number one priority is my staff. We have about 200 people, and I expanded because we had Physint. They are talented, of course. And some of them came to my studio from big corporations. I warned them it might not be a good idea to do so… But anyways, I needed to protect these important staff. I've also begun scanning actors for the project and also speaking with artists about collaborating for Physint. I can't really tell them the game has been canceled. I didn't want to do the same thing we did for P.T. Of course, I didn't want them to worry. For me personally, it's the 10th anniversary of the studio and also my 40th anniversary of creating games, so that's why I put so much on Physint. It's like a culmination of the two. During the pandemic, I was a little unwell and I thought about how much time I have left. I really thought that I would give my all to Physint at this point in my career. I really wanted to continue this project even after that meeting. I was thinking, "What should I do?" Another big thing I thought about is that, I became independent and made my own studio, and a lot of people have done the same. But, no one has been super successful, no matter where they are in the world. But I believe that the trend of this era should be one in which creators can do their own independent projects and become big. But if Kojima Productions collapses, that doesn't follow this trend at all. It's a step backwards for indies. So I needed to stand firm and continue this project. My mind went blank, but I decided to think, "Okay, understood," and became determined to continue Physint in some way. True story: after the meeting, the first thing I did was, I came back to my desk, and I started to write and add a little bit more to the concept for Physint. What had just happened was a big thing, a big incident. And so I decided to just keep it between the three of us [Hideo Kojima, Shinji Hirano and Aki Saito] for now, and we didn't tell the staff, because we needed to figure out a direction before telling anyone. So in the next couple of days, we were always thinking about teaming up with first-parties, but I thought maybe we could change directions. Maybe we could team up with third-party or other partners. I thought just bringing a pitch of a game title and saying, "Can you fund this?" is a very old-fashioned way of doing things… Instead, I thought that the way to go was to say, "I'm making this new IP, and I want to consider everything like movies, dramas, anime, TV, comics, music. Let's create a new IP with all of this included." I was thinking about who to pitch to, and I was thinking of not just the game industry, but the movie industry, movie studios, and also streaming companies and things like that. Because in the end, I think because we're all digital, these industries are all coming together with games in some form. So I started approaching people and everyone had positive reactions, so I had a good feeling about it. But I also thought, it's not just the money we needed. We also needed technical support, marketing support, holding playtests and things like that. And we can't do this all internally. So I was thinking, who could support all this? I approached Xbox and they were great. They could support us technically. And also we've been working on OD with them, so we already had a connection. I made a proper pitch of Physint to them. And then their first reaction was like, "This pitch was fantastic. Never seen a pitch like this!" And that's how it started with Xbox. I couldn't tell my staff until we decided on a new partner. But three days after the meeting with SIE, I called the leaders of the Physint team, and I explained the situation to them. But I also said, "I'm going to go find a new partner, so don't worry." But at the same time, because of the cancellation of the project, I had to make the Physint team smaller and move some people to the OD team. And then the following week, I was very worried. I thought people would leave. But I had told them to create material for a pitch for Physint. And when I went into work the following week, very worried they might not be motivated, I went to go see the team, and they were happily creating this pitch for me and having a great time. So I thought, wow, I have really tough people here. So I was really happy about that. I was surprised. And then we've been just negotiating with Xbox. And the Physint team still exists and we're continuing to experiment with the game. And before the announcement yesterday, we disclosed internally to all staff, and it was quite calm. Everyone received it very well. So that was a happy surprise too. So it's calm internally. They were like, "Oh, we can still work on it, so that's great! Okay." IGN: When you moved staff to OD, did they come back later? Did you lose any staff? Hideo Kojima: No. I predicted that people might leave, but no one did. For example, the OD team could've said, "Oh, we don't want the Physint team!" because the Physint team is made up of old veterans. That's a joke, of course! But anyway, we're actually doing very well internally. IGN: Did production stop at any point? Hideo Kojima: So the work didn't stop. I'm still doing the concept. How I create the game is a little unique. The world, the game system, scenario, the visuals, the design, modeling, I'm still doing that. I'm still casting and also doing scans for the actors. But the game system for the new technology, like enemy AI and stuff, I'm still experimenting on all of this. I have to change the story depending on how the game experiment works. So it's not like we're ready to go, or like it's like a big team already. It's more like a very small team that remained for the crucial parts, and all the others moved to OD. There wasn't much of a delay or anything because it was a very minor change. Of course, if I had a full team on the Physint project, it would be faster. But the animation team is mainly on OD. But the animation, the motion, and things like that will of course change later to the actor's movements, once we start doing performance capture. So right now, it's in there for the sake of experimenting. I'm working on it every day still. IGN: Did you have to change the engine or anything like that (is it Decima?)? Hideo Kojima: Well, I haven't really decided yet. I'm still experimenting. After we decided to team up with Xbox, they said they will give us a lot of technological support. When I went to visit them during the Don Mattrick days, they had so many labs and everything, and they were experimenting on so many things, like state of the art, new, really new, cutting-edge technology. I was really surprised. I was thinking, "There are so many Doc Browns from Back to the Future here!" So I want to use all this new technology. Anything that I can use, I want to use, and I'm looking forward to teaming up with Xbox, but I really haven't decided about the engine. IGN: You wrote on X that you found a "common vision" with Xbox — what was that vision? Hideo Kojima: The biggest thing was, they're not thinking of just funding a game. They're thinking about movies and anime. It's more about the IP. Let's create a new IP. And that's bigger in scale, so to speak. And not many other game publishers or game developers have that kind of vision. I haven't talked to them specifically, but Nintendo is doing something similar for Mario and Zelda with movies, attractions, and things like that. But I think that's how Xbox sees it as well. Because it's not the era of just game consoles. You create an IP, and it can be a game or a movie or music, and everything comes together. You can expand it to merchandising, too. And probably the next thing will be AR and stuff, and that would really affect our everyday lives in the future. And Nintendo has found great success with Super Mario at Universal Studios, with live attractions. So I think they were thinking of all this, probably. And I thought that really matches my vision of the future. IGN: OD was commissioned under Phil Spencer, but how were the discussions with Asha Sharma and her team this time? Hideo Kojima: Well Phil, I had a long relationship with him. He's like a buddy, right? Just like Mr. Ken Kutaragi. I was sad when Phil retired, and at that time, I didn't know Asha very well yet. I went to Redmond back in April, and I talked with her. She is quite young, but we kind of clicked, and I felt that she was going to be a promising CEO. So that's the feeling I got. That was back in April. And then I felt like it was going to be a new Xbox. It's not just a changing of the CEOs, it was more like the structure. And I think that they're looking and envisioning the future, probably. IGN: Xbox first-party games are sometimes also multiplatform. Will Physint still come out on PlayStation? Hideo Kojima: I don't know the answer to that – that would be a question for Xbox. But I don't know for sure. In previous updates from Xbox, I thought that they have this kind of stance where they want to deliver to as many gamers as possible, no matter what the platform is. I think all of that will be announced at a later time. I'm not sure yet, and I can't really say. IGN: You said Sony gave no reason for cancelling the game, but did they clarify this later? What was the reason? Hideo Kojima: No, not at all. They haven't contacted me ever since. But I'm not fighting with Sony. We're not in a dispute. But what I want to say is that we've been together for 30 years and we have this relationship. So if this was the conclusion, I would've wanted to hear it a little earlier. But that meeting in June, they just gave us the final notice. As I said, my mind went blank, so I didn't really ask a lot of questions. It was more like, what should I do with my company? So that was what was on my mind at the time. I've always been a big Sony fan. I've been using a Walkman. All my cameras are Sony. So I have no bad feelings towards them. IGN: Who from Sony told you they were pulling funding? Was it Hermen Hulst? Hideo Kojima: I can't say. You would have to ask them. IGN: Was there ever a time when you lost confidence in Physint? What was your lowest ebb? Hideo Kojima: No, never for Physint. It's a new game, but...I have to say this very carefully: anything espionage is going to be fun, period, no matter what game it is. Death Stranding is a delivery game. People were like, "What? Delivery? What kind of a game is that?" When I was working on DS2, and after OD was decided, I needed to think of the next project for after DS2. As I explained before, in order to keep the studio alive, I have to plan ahead and pitch for the next title, although that also means I can't direct a live action movie still. OD was going to be an edgy game, so for the next one, I was thinking of going even more extreme. And then I was looking on the internet, and I get so many messages from people saying, "Please make another Metal Gear!" I wasn't really interested, because Metal Gear is the past. I want to do something new. But I saw so many people requesting it. And I was thinking, maybe I only have 10 years left. Of course, I can't make Metal Gear — that's Konami's IP. But I was thinking, "Okay, maybe I should create a new action espionage game." And I started to think about this new concept. During that time, coincidentally, I was meeting with Jim Ryan, the former CEO of SIE. It was right before his retirement, I guess. I was talking to him, and he said, "Oh, that's a great idea. Let's create a new action espionage game." And we shook hands and that's how the partnership started. The corporate structure of SIE is different from the Jim Ryan days. But this was a project that we were both excited about and mutually agreed on. So because of that, the shock was even bigger in June. If I only have 10 years left, I have so many things I still want to do, so I want to prioritize and decide what I can do. IGN: How do you feel about the project now and the future of Physint? Hideo Kojima: I need to really finish Physint. I'm determined to do that. And also maybe a movie, live-action film for Physint. Usually it's like, a game comes out and then it turns into a movie, but I want to make that timeline even shorter. Same with Death Stranding. We released the game and then we began development on the anime and a live-action film. These days of digital production, we could actually kind of use the same assets for a movie and a game. But anyway, this has been reset to a new partner. But that's the feeling I have. I want to kind of expand the IP. Of course, I'll release the game first probably! I've been doing all the casting for the game and it's progressing well. [ https://www.ign.com/articles/hideo-kojima-reveals-what-happened-with-sony-in-exclusive-first-interview-since-playstation-ditched-physint ] ... Eylül 21 JardeL tarafından düzenlendi Bu mesajı paylaş Bu mesajın linki Sosyal ağlarda paylaş
Mesaj tarihi: Eylül 21 23 minutes ago, JardeL said: Kojima abimiz konuyla ilgili IGN'e bir mulakat vermis; [ https://www.ign.com/articles/hideo-kojima-reveals-what-happened-with-sony-in-exclusive-first-interview-since-playstation-ditched-physint ] ... Quote IGN makalesinin ana hikâyesi şu: Sony, Haziran 2026'da Kojima'yı bir Zoom görüşmesine çağırıp Physint'ten çekildiğini ve finansmanı keseceğini bildirmiş. Kojima kararın tamamen beklenmedik olduğunu, görüşmede adeta donup kaldığını söylüyor. En büyük endişesi yaklaşık 200 kişilik Kojima Productions'ın geleceği olmuş. Yahoo Tech Daha ilginci, Sony Kojima'ya neden çekildiğini açıklamamış. Kojima'ya göre o görüşmeden sonra da Sony kendisiyle bu konuda iletişime geçmemiş. "Sony ile kavgalı değiliz" diyor ama yaklaşık 30 yıllık ilişkileri düşünüldüğünde bunu daha erken öğrenmek istediğini açıkça belirtiyor. Kararı kimin ilettiğini de açıklamıyor. Yahoo Tech Physint aslında eski PlayStation CEO'su Jim Ryan döneminde doğmuş. Kojima yeni bir Metal Gear yapmak istemediğini çünkü Metal Gear'ın geçmişte kaldığını ve IP'nin Konami'ye ait olduğunu söylüyor. Ancak hayranlardan sürekli yeni Metal Gear talepleri alınca yeni bir action-espionage oyunu düşünmeye başlamış. Jim Ryan fikri çok beğenmiş ve anlaşma böyle başlamış. Sony yönetim yapısının daha sonra değiştiğine özellikle dikkat çekiyor. Reddit Kojima'nın Physint'e olan güveni hiç kaybolmamış. Projeyi kesinlikle tamamlamak istediğini söylüyor. Oyunun casting çalışmaları devam ediyor ve ilerleme kaydedilmiş. Hatta ileride Physint'i oyunla sınırlamayıp live-action film/IP olarak genişletme niyetinde. Reddit Sony'nin çekilmesinden sonra Kojima yaklaşık üç ay boyunca yeni yayıncı aramış ve sonunda Microsoft/Xbox Physint'i devralmış. Xbox zaten Kojima'nın OD oyununu yayımlıyordu; böylece Microsoft-Kojima ilişkisi ciddi biçimde genişlemiş oldu. Yahoo Finance Physint'in PlayStation'a çıkıp çıkmayacağı şu anda belli değil. Kojima bunun artık Xbox'ın vereceği bir karar olduğunu söylüyor. Xbox'ın son dönemde oyunlarını çoklu platforma çıkarma yaklaşımını hatırlatıyor ama hiçbir garanti vermiyor. Yahoo Tech Bloomberg'in Sony'nin kararında Death Stranding'in ticari performansı, Physint'in bütçesi, geliştirme takvimi ve platform stratejisi gibi sorunların rol oynadığı yönündeki haberine Kojima Productions sert biçimde karşı çıkıyor. Stüdyo bunların resmi/on-record kaynaklara dayanmadığını, şirketin sağlıklı ve kârlı olduğunu ve PlayStation ile ilişkilerinin hâlâ güçlü olduğunu söylüyor. The Verge Kısacası: Sony, Physint'i Kojima'nın beklemediği şekilde ve kendisine ayrıntılı bir gerekçe vermeden bıraktı. Proje iptal olmadı; Sony → Xbox'a geçti. Kojima Sony'ye açıkça saldırmıyor ama 30 yıllık ilişkilerine rağmen kararın bu kadar ani iletilmesinden rahatsız olduğu oldukça net. Physint'i hâlâ yapmak istiyor ve proje devam ediyor. Sikik sony TiesTorN beğendi Bu mesajı paylaş Bu mesajın linki Sosyal ağlarda paylaş
Mesaj tarihi: Eylül 22 Xbox tarafindan yine bomba haberler; Yeni Halo oyununu Activision yapacak Obsidian, Bethesda catisi altina giriyor Playground ve Turn10 birlesiyorlar Ninja Theory kapaniyor Quote Team, I’m writing to share several updates as part of the XBOX reset outlined earlier this year. First, we are eliminating 268 roles across Halo Studios, other first-party studios, and the XGS management and central functions layer. The actions completed since July, inclusive of the studio divestitures, bring us roughly three-quarters of the way through previously announced restructuring. I am deeply grateful for what our colleagues have built, and I know how difficult today will be for those leaving and the teams around them. Second, we are reorganizing our studios. The goal is to strengthen our franchises and games by operating fewer business units, aligning groups that already work closely together, and focusing our publishing expertise. Activision will expand its remit to World’s Edge, as well as Rare. Activision will also be developing the next Halo title, led by a new, purpose-built team that is separate from ongoing development and plans for Call of Duty. A small team at Halo Studios will continue supporting the Halo community and games in-market. Bethesda will expand its remit to include Obsidian, which will continue its current projects, including Grounded, as well as the new Fallout project made in collaboration with Bethesda Game Studios. King will expand its remit to include Microsoft Casual Games, uniting our two global leaders in casual game design and live operations. Playground and Turn 10 will come together as one studio focused on the Forza and Fable franchises. These two studios have been creative and franchise partners for over a decade, and today’s changes will formally move their work into one team. Third, an update on our studio divestitures: In August, Compulsion and Double Fine returned to management with their IP, back catalogs, and runway funding. Undead Labs has now successfully transitioned on similar terms and, with a new publisher, will release State of Decay 3 day one on Game Pass. Unfortunately, two separate agreements for Ninja Theory fell through. We will now begin consultation with employees on a proposed closure while continuing to explore other paths forward. Consultation with Arkane remains underway and is expected to continue through the end of the year. Today, our focus should be on supporting those affected and treating one another with care and respect. I will spend time with our studios over the next week. At our October 6 town hall, we will come together as an ALL-XBOX team to reflect on our progress and look ahead to one of the strongest game lineups in our history. Matt [ https://news.xbox.com/en-us/2026/09/22/continuing-our-reset/ ] ... Bu mesajı paylaş Bu mesajın linki Sosyal ağlarda paylaş
Mesaj tarihi: Ekim 1 Sony PS5 Pro sahiplerine sundugu PSSR AI upscaler ozelliginin bir benzerini QSSR ( Quick Spectral Super Resolution ) adiyla PS5 icin cikardi... Quote Since the launch of PlayStation Spectral Super Resolution (PSSR) on PS5 Pro, players and developers have asked whether similar image-quality improvements could be brought to the PS5 console. PSSR analyzes game images pixel by pixel and uses AI to upscale them with more detail and stability than conventional approaches; until now, its computational demands made bringing that experience to PS5 impossible. Today, we’re excited to announce Quick Spectral Super Resolution (QSSR): a new performance tier of AI upscaling. Born from Project Amethyst, our AI graphics collaboration with AMD, this quick new evolution of PSSR is built on two key innovations: A streamlined neural network architecture A hand-tuned implementation that maximizes performance on PS5 With these, we are bringing the benefits of AI-guided upscaling to PS5. While PSSR remains the gold standard on PS5 Pro, QSSR provides some notable improvements to both image detail and image stability on PS5. The first titles to use this innovative new library are Marvel’s Wolverine and Ghost of Yōtei. Both are being patched today to offer QSSR as an additional graphics option on PS5. [ https://blog.playstation.com/2026/10/01/ai-upscaling-is-coming-to-ps5/ ] ... Bu mesajı paylaş Bu mesajın linki Sosyal ağlarda paylaş
Mesaj tarihi: Ekim 14 14.10.2026 Sony Japonya'ya ozel (Japanese language only) Midnight Black Digital Editon PS5'i tanitti... 19 Kasim'da (GTA VI ile ayni gun) 55.000 JPY (17.000 TL civari) fiyatla cikiyor; Naughty Dog'un bir sonraki oyununun Uncharted serisinden oldugu, ondan sonra ise Last of Us serisine ait bir oyun cikaracagi soylentisi var. Asha ablamiz Xbox Labs diye bir yapi duyurdu... Son donemde ortalikta deli gibi eski oyunlarin decompile, recompile edilere farkli platformlara geldigini goruyordur... Asha abla da bu ise odaklanacak bir ekip kurmus, bakalim ne cikacak; Quote In recent weeks, we've seen games rapidly decompiled and rebuilt to run on hardware they were never originally designed to support. Windows PC builds have been translated to run on Apple Silicon or ported to run inside a browser through WebAssembly and WebGPU, the latter now approaching 90% global browser support. Perhaps more surprisingly, we've seen many of the biggest games in the world have been remixed into the source code of another. These experiments challenge long-held assumptions about our industry: the tether between software and hardware, the boundary between creation and play, and how people discover and experience games. While it is hard to predict the future of gaming, it is easy to see the possibilities in making great games easier to access, giving old games new life and allowing more players to become creators and co-creators. Ornek ; ... Bu mesajı paylaş Bu mesajın linki Sosyal ağlarda paylaş
Mesaj tarihi: 6 saat önce Yapay zeka PC cephesine damga vurmaya devam ediyor; Elemanin birisi Claude uzerinde verdigi komutlarla Elder Scrolls IV: Oblivion Remastered oynarken yasanan stutter ve performans dusuklugu problemlerini buyuk oranda cozmus... Zaten saka gibi bir sebepten olan bu problemleri Claude tek DLL dosyasiyla halletmis; Quote What it does Oblivion Remastered runs two engines at once: the original 2006 engine runs the game world, and Unreal Engine 5 draws it. Several steps of that pipeline run on a single CPU thread, and when one of them is full, the whole game waits. That's why Cheydinhal can run at 30-40 fps while Task Manager shows the CPU only about 30% busy, and why the game hitches each time a new part of the world streams in. The fix is one small DLL that loads with the game. For each of its fixes (about forty) it finds the specific place in the game's code, checks that it is exactly what it expects, and changes how that code works, in memory only. Each change does the same work in a cheaper way. Two of them change only when something happens: far-away characters you can't see are built a few frames later, and the cells behind you are unloaded a few frames later, both in the game's own order. [ https://github.com/LTSharpe/OblivionRemasteredPerformanceFix ] ... infestor and TiesTorN beğendi Bu mesajı paylaş Bu mesajın linki Sosyal ağlarda paylaş
Mesaj tarihi: 2 saat önce O oyunda bir gerizekalılık olduğu belliydi, anlamsız yavaş çalışıyordu. Artık optimizasyonu da yapay zeka yapıyor. Chip tasarımları da yapay zakada, verin yarıiletken fabrikalarını yapayzakaya saylon üretimi başlasın. Bu mesajı paylaş Bu mesajın linki Sosyal ağlarda paylaş
Mesaj tarihi: 2 saat önce Bioware kapanmış... https://www.techpowerup.com/353984/legendary-game-studio-bioware-shuts-down-following-ea-layoffs Peregrine and JardeL beğendi Bu mesajı paylaş Bu mesajın linki Sosyal ağlarda paylaş