Partly because of the seamlessness of the events that take place, but also in part because it didn't have stuff like glowing, bobbing plus signs to increase your health. It was also super immersive for its time. Someone goes to work in the morning, and the game is just the seamless sequence of the weird stuff that he gets into that day, culminating in defeating an alien invasion. I'm referring to the fact that it's the first game I played where each level lead seamlessly into the next, and each made narrative sense in terms of what was going on. Since Half Life that has come to mean set piece battles, fancy effects and lots of bespoke action, but I'm not referring to any of that stuff. The first is that it's the first game that I'd describe as "cinematic". Half Life 1 had talking scientists and guards in 1998. In Morrowind Blood Moon expansion Bethesda introduced voiced characters that actually spoke out the lines of their dialogue and those could change based on your actions. Half Life 1 came by and say "Hey, here's what you can do if you take story seriously".Īn interesting thing to compare it with is Morrowind. So, long story short prior to that point, people focused on things going splat in spectacular fashion. There are also things like design (it is inspired by Mist) and things like interesting mysterious anatagonist plus nods at something bigger (what is that train at the end, for example?). One other thing that stood out then was nearly persistent decals that didn't really go away with time. Freeman!" It was cut into multiple wav files and constructed on the fly. The AI wasn't bad, and it featured that curious thing, where soldiers would use text to speech of sorts to bark out orders and exchanges. Friendly scientists, security guards and so on. Talking friendly character you could interact with (and optionally murder) was quite new thing. Not level streaming, yet, but going in that direction. Half Life 1 they're connected seamlessly, so rather than set of stages it resembles an actual world. For example, in Quake 1 a level is self-contained, you reach the end, that's it. Level design featured huge multi-level locations and those could be revisited. However if we go from Quake to Half Life 1, the changes are massive.įirst, you're now part of the narrative, instead of cutscenes, and the plot is not something simple and trivial that is explained in readme. Unfortunatley, I'm missing some of the titles mentioned in FPS history, for example, I've not played GoldenEye. And at 1920x1080 all GeForce RTX 40 Series graphics cards can play at over 200 FPS.Click to expand.It was a big deal because it demonstrated that a game can be part of interactive narrative. The GeForce RTX 4080 hit 177 FPS, the GeForce RTX 4070 Ti ran Diablo IV at 139 FPS, and the GeForce RTX 4070 113 FPS.Īt 2560x1440, DLSS 3 enables the GeForce RTX 4070 to play Diablo IV at over 170 frames per second, with frame rates hitting 335 FPS on the GeForce RTX 4090. In our action-filled benchmark, performance on the GeForce RTX 4090 increased by 2.4X, enabling us to play at 229 frames per second with every single setting maxed out. In Diablo IV, DLSS 3 helps GeForce RTX 40 Series gamers multiply performance at 4K by an average of 2.5X. GeForce RTX 40 Series gamers can max out frame rates with NVIDIA DLSS 3 Frame Generation, and other GeForce RTX users can accelerate performance with DLSS 2’s critically acclaimed Super Resolution technology. To give GeForce gamers the definitive PC experience, Blizzard and NVIDIA have partnered to bring our game-changing technologies to Diablo IV. Diablo IV officially launches June 6th, though Digital Deluxe and Ultimate Edition buyers can begin playing up to four days early*.
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