Asus ROG Strix GTX 1050 Ti

With so many lucrative successes this generation, we were admittedly disappointed to see the latest addition to the Pascal family almost completely miss the mark. As indicated in our review benchmarks, the Asus ROG Strix GTX 1050 Ti in particular is an overclocker with the 1080p gaming capabilities you might be in dire need of if you haven’t upgraded your graphics card in a few years. Otherwise, you’re better off saving for a 3GB GTX 1060 instead.

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AMD Radeon RX 460

Like the GTX 1050 and 1050 Ti from Nvidia, the latest in AMD’s Polaris catalog runs cheap, thanks to various takes on the Radeon RX 460 by XFX, Powercolor and others. The RX 460 proper is quite possibly the most affordable means of 1080p gaming outside of integrated CPU graphics. So long as you’re not looking to run The Witcher 3 at 60 fps on Ultra settings, the Radeon RX 460 is a capable, energy efficient piece of kit. Plus, by compromising on memory, it’s able to draw all its power straight from the motherboard, negating the need for any 6- or 8-pin connectors.

Nvidia GeForce GTX 1060

Though it bears resemblance to the GTX 1070 and 1080, the GTX 1060 draws more parallels to Nvidia’s last-gen GeForce 980. In an attempt to compete with the affordable RX 480, which promises 1080p, VR gaming at an aggressive price point, Nvidia was under pressure to come out with something in the same class. The GTX 1060, a mid-range graphics card with a firm grip on 1080p, or even 1440p graphics to a degree, is just that. Given the ubiquity of full HD displays, the GTX 1060 is an inexpensive middle-ground solution for those in need of an energy-efficient GPU that demolishes in terms of performance.

GTX 1080

If you want a proper foray into 4K gaming, you’re looking at it. With the launch of Nvidia’s Pascal architecture, you can get the performance of two 980 Ti’s for a fraction of what you’d spend on a Titan X. You might have to turn down the graphics settings in certain games to keep a steady frame rate, but overall, the GTX 1080 finally makes the legendary, native resolution of 3,840 x 2,160 pixels an affordable reality. No longer do you need to strap two cards together in an SLI configuration to experience the latest PC games the way they were meant to be played; the GTX 1080 does 4K with just one.

CryEngine

CryEngine is a game engine designed by the German game developer Crytek. It has been used in all of their titles with the initial version being used in Far Cry, and continues to be updated to support new consoles and hardware for their games.

The CryEngine software development kit (SDK), originally called Sandbox Editor, is the current version of the level editor used to create levels for CryEngine by Crytek. Tools are also provided within the software to facilitate scripting, animation, and object creation. It has been included with various Crytek games (including, but not limited to, Crysis and Far Cry), and is used extensively for modding purposes. The editing style is that of the sandbox concept, with the emphasis on large terrains and a free style of mission programming. The editor can also construct indoor settings.

As opposed to editors like UnrealEd, which use a “subtractive” editing style that takes away areas from a filled world space, the Sandbox has an “additive” style (like Quake II). Objects are added to an overall empty space. The Sandbox’s concentration on potentially huge (in theory, hundreds of square kilometers) terrain, means that it uses an algorithmic form of painting textures and objects onto the landscape. This uses various parameters to define the distribution of textures or types of vegetation. This is intended to save time and make the editing of such large terrains feasible while maintaining the overall “real world” sandbox free roaming style. This is different from some editing styles that often use “fake backdrops” to give the illusion of large terrains.

In a fashion somewhat comparable to the 3D Renderer Blender, which can be used for game design, the Sandbox editor has the ability, with a single key press, for the editor to jump straight into the current design (WYSIWYP, “What You See Is What You Play” Feature). This is facilitated without loading the game as the game engine is already running within the editor. The “player” view is shown within the 3D portion of the Editor. The Editor also supports all the CryEngine features such as vehicles and physics, scripting, advanced lighting (including real time, moving shadows), Polybump technology, shaders, 3D audio, character inverse kinematics and animation blending, dynamic music, Real Time Soft Particle System and Integrated FX Editor, Deferred Lighting, Normal Maps & Parallax Occlusion Maps, and Advanced Modular AI System.

Unreal Engine

The Unreal Engine is a game engine developed by Epic Games, first showcased in the 1998 first-person shooter game Unreal. Although primarily developed for first-person shooters, it has been successfully used in a variety of other genres, including stealth, MMORPGs, and other RPGs. With its code written in C++, the Unreal Engine features a high degree of portability and is a tool used by many game developers today

On August 17, 2005, Mark Rein, the vice-president of Epic Games, revealed that Unreal Engine 4 had been in development since 2003.[68] Until mid-2008, development was exclusively done by Tim Sweeney, CEO and founder of Epic Games.[69] The engine targets the eighth generation of consoles, PCs and Tegra K1-based devices running Android announced in January 2014 at CES.

In February 2012, Mark Rein said “people are going to be shocked later this year when they see Unreal Engine 4”.Unreal Engine 4 was unveiled to limited attendees at the 2012 Game Developers Conference,[72] and video of the engine being demonstrated by technical artist Alan “Talisman” Willard was released to the public on June 7, 2012 via GameTrailers TV.[73][74] This demo was created on a PC with triple GeForce GTX 580 (tri SLI) and can be run on a PC with a GeForce GTX 680.[75]

One of the major features planned for UE4 was real-time global illumination using voxel cone tracing, eliminating pre-computed lighting. However, this feature has been replaced with a similar but less computationally-expensive algorithm prior to release for all platforms including the PC because of performance concerns on next-generation consoles. UE4 also includes new developer features to reduce iteration time, and allows updating of C++ code while the engine is running. The new “Blueprint” visual scripting system (a successor to UE3’s “Kismet”) allows for rapid development of game logic without using C++, and includes live debugging. The result is reduced iteration time, and less of a divide between technical artists, designers, and programmers.

Game Maker Studio

Originally titled Animo, the program was first released in 1999,[2] and began as a program for creating 2D animations. The name was later changed to GameMaker, lacking a space to avoid intellectual property conflicts with the 1991 software Game-Maker.[3]GameMaker primarily runs games that use 2D graphics, allowing the use of limited 3D graphics.[4]

GameMaker is designed to allow its users to easily develop video games without having to learn a complex programming language such as C++ or Java through its proprietary drag and drop system.[5][6] These icons represent actions that would occur in a game, such as movement, basic drawing, and simple control structures. It is also possible to create custom “action libraries” using the Library Maker. Game Maker Language (GML) is the primary interpreted scripting language used in GameMaker, which is usually significantly slower than compiled languages such as C++ or Delphi.[7] It is used to further enhance and control the design of a game through more conventional programming, as opposed to the drag and drop system.

GameMaker accommodates redistribution on multiple platforms.[8] The program builds for these platforms: Windows, Windows 8, Mac OS X, Ubuntu, HTML5, Android, iOS, Windows Phone 8, Tizen, Xbox One, and Playstation.[9][10] However, a Windows desktop computer with system requirements equal to that of the game produced is required in order to develop the games along with a broadband internet connection.[11]

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