A Pc-s játékoknak leáldozott! vol. 1

Jelentkezz be a hozzászóláshoz.

Martin576
#61206


Ja, ez a Vib Ribbon!

GAMECUBE
#61205
A vib ribbonra gondolsz?😊)))))))
GAMECUBE
#61204
hath ha belegondolok oszinten .... ja, de meglassuk mi lesz oszel, ha akkor sem spanol fel a GC akkor bukott az en szememben is, de nekem ehhez eleg egy mario zelda star fox, stb, sot jon az elso FF game is elvileg....(igaz meg csak japanban)

En meg bizakodo vagyok decemberben okosabbak leszunk.
FREAK
#61203
valami mucsu? 😄

Riszpekk

Martin576
#61202
Ugye nem azt akarod mondani, hogy nem tudod ki az a CÉRNANYUSZI?????

FREAK
#61201
was ist los? 😄

Riszpekk

Martin576
#61200
Én is így kezdtem, aztán jött a "cérnanyuszi"...

FREAK
#61199
nem tom, de banán rulez 😊) meg fotel...... 😊)

mondjuk valószínû, hogy csak az ilyen rágógumi stílus jön be konzolon, de ez a Hunter, amilyen egyszerû, olyan fun.... és látványos, geci jól néz ki, ahogy egy fordulattal szétkaszabolsz 4-5 zombit..... 😊

Riszpekk

Martin576
#61198
Persze, értem én, meg minden....

(Ugye te is érzed, hogy csak ámítod magad?) 😞

Efreet
#61197
hihi Freak 😊 elkapott a konzolos "játék" fíling? 😊

"Moderáld magad, ne nekem kelljen!"

FREAK
#61196
az egy dolog, de én attól ijedtem meg, hogy HIÁNYÉRZETEM van, mert nem nyomtam tovább :/

pedig ismerõsök megmondhatják, hogy nem pálya nálam az ilyen agyzsugorító stílus 😄

Riszpekk

GAMECUBE
#61195
Akkor kell hajrazni mikor mindenki azt teszi, es ha ott gyozol ugye...😊
GAMECUBE
#61194
Lathatod...
Mert jonni fognak de most nem jonnek....
jovo heten jon a Sunsá😊 aztan melatjuk mi lesz.

Ha az eladasokat figyeljukm, jap usa eu, akkor tenyleg jelenleg nem kell akkorat aggodni a ps2 behozhatatlan amig a nagy nevek ki nem jonnek, az Xbox japanba amerikaban es eurpaban is gyengebben fogy mint a GC, en sem kapkodnek.

Martin576
#61193
Bogyókám, a Hunterre gondolsz? Tesztelheted, mondtam!

GAMECUBE
#61192
hehehe, jaja az jo volt.
Most nincs miert anyazni😊

Martin576
#61191
Nem hiszem el, hogy ilyen nyomás alatt, mint a PS2 és az X a Nintendo meg meri tenni a vásárlóival, hogy nem ad ki új játékokat. Ez nonszensz.

Efreet
#61190
version: nem félek tõle... egyrészt megjelenéskor semmi nem lesz rá, másrészt HA lesz is, és jó lesz, akkor is 1 év alatt nagyjából lefelezõdik az ára... és talán akkor. de mindez még igencsak a jövõ zenéje, és a többi cégek még nem nyilvánultak meg a következõ generációval kapcsolatban (plusz ez a te írásod is igencsak hoax-gyanús)

"Moderáld magad, ne nekem kelljen!"

FREAK
#61189
hát kiégtél rendesen, az tuti 😊) emléxel még mekkorákat anyáztunk év elején??? 😄D

Riszpekk

FREAK
#61188
te figyi már, valami vírust kaptam, vagy miért érzem úgy, hogy szívesen nyomnám még azt a tegnapi szart?? 😄DDD basszus, kezdek aggódni, biztos agymosva vagyok, vagy ilyesmi 😄DD

Riszpekk

GAMECUBE
#61187
Ennyire nem szornyu i think.....
de mostan mar nem ervelek, oreg vagyok gynege s faradt az erom nem a regi..😊
Martin576
#61186
Sajnos, úgy érzem folytatódik az N64 szindróma...😞

GAMECUBE
#61185
Hat ha ott allsz mogotte egy puskaval akkor biztos egyebkent meg....
GAMECUBE
#61184
erre gyanakszom en is....... de MArtin sokat latott mar, ...
FREAK
#61183
miért te ezt fogod tenni??? csak vigyázz, nehogy szélsõjobbos tüntetõnek nézzenek, õk ordibálnak mostanság az utcákon..... de miért pont pesten??........

Riszpekk

GAMECUBE
#61182
Igazad van valobam most pangas van ra, ami most oszig kijon ra egytol egyig szar, en turelmes vagyok a sp2nel se volt az elso felveben ez maskepp.
Egy ket kozepesebb cim azt csa.
A GC meg nincs feleve addigra mar porogni fog.
Gyun az osz gyun a tel, a sok cim mind befut...
ha nem akkor ne engem lojetek le, ajelen helyzetben igazad van de azt legalabb jo tudni hogy jon ra szinte minden... mint inkabb azt (lasd n64) hogy hopp bazz mi ebbol se kapunk.
A remeny megvan😊
versio
#61181
szerintem te is orditva futsz ps3-at venni vazzz !!!

FREAK
#61180
és nem csak vihar elõtti csend??? mert a reklám az szalad nagyon

Riszpekk

GAMECUBE
#61179
Mondasz valamit, ana vajja ..😊


Nintendo Gamecube 2 Mezzanine (Latin for Steel/Metal) Processor Data: Microprocessor: IBM Grid 256-bit at 550 Gigahertz Primary Cache: 2-way set associative,32KB instruction/32KB data cache Secondary Cache: 8MB DDR,Full Speed SDRAM Main RAM: 1GB system SDRAM Texture Memory: 104Mb/VRAM Graphics SubSystem: Pipes: 16 Graphics pipelines, up to 8 channels per pipe Raster Managers: 4 Raster Managers per pipe - 864M pixels/sec fill rate - Pixel-accurate synchronization (Genlock) and swap sync - 8.3M pixel display and 8 display channels - Full Scene Anti Aliasing, 8 subsample/pixel, 6.1B samples/second - 48-bit RGBA Color - 256MB Texture Memory with texture lookup tables for interactive volume visualization - Hardware clipmapping and real time high resolution texture paging - Subsample round points IBM Grid 256-bit Processor - High clock rate accelerates every system function (550 Ghz) - Four-way superscalar architecture, dynamic out-of-order instruction issue, and speculative execution maximize utilization of processing - Large unblocking cache keeps essential data in fast memory Gamecube 2(Grid/EE4/GS4) Graphics Architecture Each GC2 graphics subsystem,or pipe, is composed of a Geometry Engine, four Raster Managers, and a display generator. - Geometry Engine: Four high performance Geometry Engine processors perform lighting calculations and geometric transformations such as translations, rotation, and scaling. Geometry Engine processor also execute image-processing functions such as convolution and histogram equalization-a more effective approach then that of CPUs. - Raster Managers: Raster Managers scan-convert data from Geometry Engine processors into digital images. Raster managers perform pixel operations, including Z buffer testing, color and transparency blending, and texture mapping- and they do so with multisample anti-aliasing at real-time rates. - Display Generator: The Display Generator converts digital data from the Raster managers into analog or digital video signals for a maximum display of more then 8 million pixels per PS3 graphics pipeline or more then 130 million pixels per system. - 1.76TB per second Bus Bandwidth/ultra low latency memory (raw memory) I thought it was kinda odd they sent it here, but I figured it was a media move by the PR to tell me to keep my tongue in check with the other divisions, has to not leak any real definitive specs at the Expo next weekend. Sometimes being the president of Nfactor Studios is hard work, but I enjoy the company here so I'll let this snippet float in here till I get some more hard information for myself, hell next I'll get order claims for dev units soon for the Gamecube 2 Mezzanine. Well till then, have fun with the possibilties of this new info. I figured it would shed a focusable attension on this new technology."
Martin576
#61178
Ma erre ébredtem... 😞

1 - SEMMI játék sem jelenik meg rá
2 - Ami megjelent, 99%-ban SZ@R
3 - Hiába írják minden jó címhez, hogy jön GC-re is, ki gyõzi azt kivárni?
4 - MINDEN más konzolra ÖMLIK az új játék, GC-re nothing...

Efreet
#61177
GC: átírhattad volna Gamecube 2-re a szövegeket, és akkor kicsit változatosabb lenne 😉

"Moderáld magad, ne nekem kelljen!"

GAMECUBE
#61176
Miert?
GAMECUBE
#61175
Nem lattam eleget ma meg ...

Sony Playstation 3 Mezzanine (Latin for Steel/Metal) Processor Data: Microprocessor: IBM Grid 256-bit at 550 Gigahertz Primary Cache: 2-way set associative,32KB instruction/32KB data cache Secondary Cache: 8MB DDR,Full Speed SDRAM Main RAM: 1GB system SDRAM Texture Memory: 104Mb/VRAM Graphics SubSystem: Pipes: 16 Graphics pipelines, up to 8 channels per pipe Raster Managers: 4 Raster Managers per pipe - 864M pixels/sec fill rate - Pixel-accurate synchronization (Genlock) and swap sync - 8.3M pixel display and 8 display channels - Full Scene Anti Aliasing, 8 subsample/pixel, 6.1B samples/second - 48-bit RGBA Color - 256MB Texture Memory with texture lookup tables for interactive volume visualization - Hardware clipmapping and real time high resolution texture paging - Subsample round points IBM Grid 256-bit Processor - High clock rate accelerates every system function (550 Ghz) - Four-way superscalar architecture, dynamic out-of-order instruction issue, and speculative execution maximize utilization of processing - Large unblocking cache keeps essential data in fast memory Playstation 3(Grid/EE4/GS4) Graphics Architecture Each PS3 graphics subsystem,or pipe, is composed of a Geometry Engine, four Raster Managers, and a display generator. - Geometry Engine: Four high performance Geometry Engine processors perform lighting calculations and geometric transformations such as translations, rotation, and scaling. Geometry Engine processor also execute image-processing functions such as convolution and histogram equalization-a more effective approach then that of CPUs. - Raster Managers: Raster Managers scan-convert data from Geometry Engine processors into digital images. Raster managers perform pixel operations, including Z buffer testing, color and transparency blending, and texture mapping- and they do so with multisample anti-aliasing at real-time rates. - Display Generator: The Display Generator converts digital data from the Raster managers into analog or digital video signals for a maximum display of more then 8 million pixels per PS3 graphics pipeline or more then 130 million pixels per system. - 1.76TB per second Bus Bandwidth/ultra low latency memory (raw memory) I thought it was kinda odd they sent it here, but I figured it was a media move by the PR to tell me to keep my tongue in check with the other divisions, has to not leak any real definitive specs at the Expo next weekend. Sometimes being the president of Nfactor Studios is hard work, but I enjoy the company here so I'll let this snippet float in here till I get some more hard information for myself, hell next I'll get order claims for dev units soon for the PS3 Mezzanine. Well till then, have fun with the possibilties of this new info. I figured it would shed a focusable attension on this new technology."
FREAK
#61174
a user vagy a konzol? 😄

Riszpekk

Martin576
#61173
Szerintem a GameCube a konzolvilág LEGNAGYOBB átb@szása!

FREAK
#61172
ah semmi mucsu, ez száksz 😊

Riszpekk

FREAK
#61171
na vajon miért? 😊

Riszpekk

Martin576
#61169
Miért jutott szóról-szóra ugyanez az eszembe...?

Efreet
#61168
Microsoft Xbox 2 Mezzanine (Latin for Steel/Metal) Processor Data: Microprocessor: Intel Grid 256-bit at 550 Gigahertz Primary Cache: 2- way set associative,32KB instruction/32KB data cache Secondary Cache: 8MB DDR,Full Speed SDRAM Main RAM: 1GB system SDRAM Texture Memory: 104Mb/VRAM Graphics SubSystem: Pipes: 16 Graphics pipelines, up to 8 channels per pipe Raster Managers: 4 Raster Managers per pipe - 864M pixels/sec fill rate - Pixel-accurate synchronization (Genlock) and swap sync - 8.3M pixel display and 8 display channels - Full Scene Anti Aliasing, 8 subsample/pixel, 6.1B samples/second - 48-bit RGBA Color - 256MB Texture Memory with texture lookup tables for interactive volume visualization - Hardware clipmapping and real time high resolution texture paging - Subsample round points Intel Grid 256-bit Processor - High clock rate accelerates every system function (550 Ghz) - Four-way superscalar architecture, dynamic out-of-order instruction issue, and speculative execution maximize utilization of processing - Large unblocking cache keeps essential data in fast memory Xbox2(Grid/EE4/GS4) Graphics Architecture Each X2 graphics subsystem,or pipe, is composed of a Geometry Engine, four Raster Managers, and a display generator. - Geometry Engine: Four high performance Geometry Engine processors perform lighting calculations and geometric transformations such as translations, rotation, and scaling. Geometry Engine processor also execute image-processing functions such as convolution and histogram equalization-a more effective approach then that of CPUs. - Raster Managers: Raster Managers scan-convert data from Geometry Engine processors into digital images. Raster managers perform pixel operations, including Z buffer testing, color and transparency blending, and texture mapping- and they do so with multisample anti-aliasing at real-time rates. - Display Generator: The Display Generator converts digital data from the Raster managers into analog or digital video signals for a maximum display of more then 8 million pixels per X2 graphics pipeline or more then 130 million pixels per system. - 1.76TB per second Bus Bandwidth/ultra low latency memory (raw memory) I thought it was kinda odd they sent it here, but I figured it was a media move by the PR to tell me to keep my tongue in check with the other divisions, has to not leak any real definitive specs at the Expo next weekend. Sometimes being the president of Nfactor Studios is hard work, but I enjoy the company here so I'll let this snippet float in here till I get some more hard information for myself, hell next I'll get order claims for dev units soon for the X2 Mezzanine. Well till then, have fun with the possibilties of this new info. I figured it would shed a focusable attension on this new technology."

és akkor most mi van? :o)

"Moderáld magad, ne nekem kelljen!"

FREAK
#61167
bazeg version vegyél már vissza, asszed elolvassa valaki ezt a sok rizsát???? ez egy FUN topik, ide nem okulni jár a nép, hanem flémelni, húzzál az ilyenekkel a hírek fórumba!

Riszpekk

Martin576
#61164
Szasztok bogyókáim!

versio
#61163
Sony Playstation 3 Mezzanine (Latin for Steel/Metal) Processor Data: Microprocessor: IBM Grid 256-bit at 550 Gigahertz Primary Cache: 2-way set associative,32KB instruction/32KB data cache Secondary Cache: 8MB DDR,Full Speed SDRAM Main RAM: 1GB system SDRAM Texture Memory: 104Mb/VRAM Graphics SubSystem: Pipes: 16 Graphics pipelines, up to 8 channels per pipe Raster Managers: 4 Raster Managers per pipe - 864M pixels/sec fill rate - Pixel-accurate synchronization (Genlock) and swap sync - 8.3M pixel display and 8 display channels - Full Scene Anti Aliasing, 8 subsample/pixel, 6.1B samples/second - 48-bit RGBA Color - 256MB Texture Memory with texture lookup tables for interactive volume visualization - Hardware clipmapping and real time high resolution texture paging - Subsample round points IBM Grid 256-bit Processor - High clock rate accelerates every system function (550 Ghz) - Four-way superscalar architecture, dynamic out-of-order instruction issue, and speculative execution maximize utilization of processing - Large unblocking cache keeps essential data in fast memory Playstation 3(Grid/EE4/GS4) Graphics Architecture Each PS3 graphics subsystem,or pipe, is composed of a Geometry Engine, four Raster Managers, and a display generator. - Geometry Engine: Four high performance Geometry Engine processors perform lighting calculations and geometric transformations such as translations, rotation, and scaling. Geometry Engine processor also execute image-processing functions such as convolution and histogram equalization-a more effective approach then that of CPUs. - Raster Managers: Raster Managers scan-convert data from Geometry Engine processors into digital images. Raster managers perform pixel operations, including Z buffer testing, color and transparency blending, and texture mapping- and they do so with multisample anti-aliasing at real-time rates. - Display Generator: The Display Generator converts digital data from the Raster managers into analog or digital video signals for a maximum display of more then 8 million pixels per PS3 graphics pipeline or more then 130 million pixels per system. - 1.76TB per second Bus Bandwidth/ultra low latency memory (raw memory) I thought it was kinda odd they sent it here, but I figured it was a media move by the PR to tell me to keep my tongue in check with the other divisions, has to not leak any real definitive specs at the Expo next weekend. Sometimes being the president of Nfactor Studios is hard work, but I enjoy the company here so I'll let this snippet float in here till I get some more hard information for myself, hell next I'll get order claims for dev units soon for the PS3 Mezzanine. Well till then, have fun with the possibilties of this new info. I figured it would shed a focusable attension on this new technology."

FREAK
#61162
hát ez nem fog menni..........

Riszpekk

Unknow
#61161
A BAZ klán kiBAZot Chornoval😊)Az eredmény megfordult Chrono felfordult...
FREAK
#61160
fordítsuk meg az állást, mindenki szavazzon simonra! 😄

Riszpekk

Unknow
#61159
Te most Chrono és Simon megy a harc terén😊)Na ez nehéz mert én szeretem a Castlevaniat is nagyon😊Asszem itt nem szavazok😊
Unknow
#61158
Gordon rula😊))))Sok szép órát szerzett a HL😊))Mondjuk a kurva is szerezhetne sok szép órát de sajna ez csak játék😊Szal marad Gordon... Version miért nincs?😊
FREAK
#61157
legjobb baze, fõhõs világkupa


www.gamefaqs.com

jobb felsõ sarok

Riszpekk

Unknow
#61156
Igen tudom...az alfa demóban mellé szopott az egyik😊))Viszont a pálma fa hûséges!Csak az a baj,hogy annak minden héten tampont kell venni!!!Vagy ha bírod zsével veszel neki minden nap Always Ultra Intim betétet vagy ha nagyon bírod zsével akkor extra szívós Acél betét és akkor nem vérzik!!!JAJ!Legyen már itt a kész játék😊)))
Blasta
#61155
Ezmiez?

"Az amatörnek 100-ból 99 fotója sikerül. A profinak 100-ból csak EGY!"

FREAK
#61154
a fikuszokkal vigyázz, azok nagy ribancok!!

Riszpekk