《堡垒之夜》

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“虚幻五引擎正在毁掉游戏未来”
Hu Xiu· 2025-09-21 10:40
在多家游戏媒体对《战地6》技术总监Christian Buhl 采访里,这位总监一反以往大作的游戏优化常态,表示他们的团队的目标是让《战地6》在不开启优 化工具的情况下也能稳定流畅运行。 EA希望《战地6》在不依赖DLSS的情况下也能流畅运行:"我们的目标是无需借助额外技术就能实现高性能表现" 2025年重回原生渲染?这可能性远超你的想象。 "我们希望《战地 6》不开启 DLSS 也能运行顺畅,同时保留选择权,如果你想用也能开启。我相信我们所有的默认性能目标,都是在不开启这类优化的 情况下设定的。" 同时Christian Buhl也证实,《战地6》在发售时将不上线光追,发售后的一段时间内也没有相关实装计划。 2025年的今天Christian总监这番话听着有点天方夜谭,要知道现在非常多的单机游戏不开超分辨率不借助个帧生成,已经很难说可以最低标准"60帧流畅 游玩",甚至某些知名IP续作堂而皇之地将这些技术写进了游戏最低配置里。 虽然这位总监这番话有很大的炒作嫌疑,但是你又不得不说其放在现在别有一番韵味,特别是被誉为优化重灾区的虚幻5游戏,最近还在外网掀起了一场 对UE5的口诛笔伐。 其实对于为什么虚幻五游戏 ...
买了不玩?这倒成为独立游戏的隐藏金矿
3 6 Ke· 2025-09-18 12:12
Core Insights - Steam has become the most important platform for single-player game releases, especially for indie developers, making it crucial to attract player purchases [1][2] - Despite an increase in daily active users, competition on Steam is intensifying, with 18,949 new games expected to launch in 2024, a nearly 30% increase from the previous year, yet 85% of these games fail to gain player attention [1][2] - Players spend only 15% of their gaming time on new releases, indicating a significant challenge for new games to capture player interest [2][3] Group 1 - The existence of a segment of players who buy games but do not play them can be beneficial for indie developers, as these "hoarder" players contribute to market expansion [3][4] - Developers should focus on targeted marketing strategies to engage these players, potentially leading to commercial success by capturing long-tail traffic [3][4] - Steam players often derive satisfaction from collecting games, even if they do not intend to play them, which can be leveraged by developers [19][21] Group 2 - The average Steam player has 51.5% of their games unplayed, highlighting a unique consumer behavior that differs from traditional gaming expectations [16][21] - Developers should not be discouraged by the fact that many purchases do not translate into gameplay, as this phenomenon is normal on the platform and can actually enhance sales [21][25] - Clear game types and appealing marketing materials can increase impulse purchases, as players are more likely to buy games that are easily identifiable within their preferred genres [24][25] Group 3 - Bundled sales and discounts are effective strategies, as they trigger impulse buying behavior among players who may not intend to play the games immediately [25][26] - Seasonal sales events, such as the Steam Summer Sale, are prime opportunities for players to fill their libraries with games they may never play, further emphasizing the importance of pricing strategies [25][26] - Understanding the audience is crucial for developers, as not all buyers are dedicated fans; many view games as part of their collection rather than as intended gameplay experiences [27]
又一全球顶级电竞赛事落地中国,为何是成都?
Mei Ri Jing Ji Xin Wen· 2025-08-28 08:48
Core Insights - The article highlights the significance of esports as a powerful symbol of globalization, attracting young tourists and enhancing a city's international influence [1] Group 1: Event Announcement - A major esports event, the BLAST DOTA2 Grand Slam, will be co-hosted in Chengdu in December 2023 by BLAST, Chengdu Radio and Television Station, and Chengdu Broadcasting and Television Group [1][2] - The BLAST Grand Slam is an international esports tournament created in collaboration with DOTA2 developer Valve, with the first three events held in Europe before moving to Chengdu in 2025 [1][2] Group 2: Strategic Importance - Chengdu was chosen for the event due to its rich cultural heritage, superior infrastructure, and mature esports environment, marking it as a significant esports destination [1][2] - BLAST aims to tap into the rapidly growing Chinese esports market, which is one of its fastest-growing audience markets [2][4] Group 3: Event Details - The total prize pool for the tournament is set at $1 million, featuring 12 top-ranked teams from various global regions, including China, Southeast Asia, and Europe [2][3] - The event will consist of online qualifiers from November 25 to 30, followed by the main event from December 5 to 7, with live audience attendance and global streaming in over 50 countries [3] Group 4: Local Impact and Collaboration - The event provides a platform for local DOTA2 teams to compete against international teams, enhancing the local esports scene [3] - A three-year strategic cooperation agreement was signed between Chengdu Broadcasting Group and BLAST to bring more international esports events to Chengdu [5] Group 5: Industry Development - Chengdu has a history of hosting major international sports events and has been recognized as China's "Esports Cultural Capital" [3][6] - The city has introduced policies to support the esports industry, including financial incentives for esports clubs and event hosting, fostering a robust esports ecosystem [6]
虚幻引擎5游戏性能问题频发,Epic CEO将其归咎于开发者优化不足
Sou Hu Cai Jing· 2025-08-28 07:39
Core Viewpoint - The performance issues faced by games developed using Unreal Engine 5 are attributed to developers' insufficient optimization efforts, particularly delaying optimization until the end of the development process [3][5]. Group 1: Unreal Engine 5 Features and Adoption - Unreal Engine 5 showcases advanced technologies such as Lumen global illumination and Nanite virtual micro-polygon technology, which have made it a preferred platform for game development across various teams [1]. - The engine has gained popularity with the rise of next-gen consoles like PlayStation 5 and Xbox Series X|S, as well as new GeForce RTX graphics cards [1]. Group 2: Performance Issues and Developer Challenges - Many high-profile games developed with Unreal Engine 5, including titles like "Stalker 2" and "Silent Hill 2 Remake," have been criticized for performance issues such as low frame rates and stuttering [3][5]. - Tim Sweeney, CEO of Epic Games, emphasized that the core issue lies in the development sequence, where studios often prioritize high-end hardware development and postpone optimization for lower-end devices [5]. Group 3: Solutions and Future Directions - Epic Games is taking steps to address performance challenges by enhancing engine support and providing more automated optimization tools for cross-platform development [7]. - The company is also focusing on training developers to adopt early optimization as a standard practice, recognizing the increasing complexity of modern games [7]. - Epic is integrating optimization experiences from "Fortnite" into Unreal Engine 5 to help improve performance on lower-end PCs [7].
Epic世纪诉讼澳洲告捷 法院认定苹果谷歌削弱市场竞争
Nan Fang Du Shi Bao· 2025-08-13 11:23
Core Viewpoint - The Australian Federal Court ruled that Apple and Google abused their market dominance in the app store sector, constituting anti-competitive behavior, stemming from a five-year global antitrust battle initiated by Epic Games over the game Fortnite [2] Group 1: Court Ruling and Implications - The court found that Apple and Google limited app distribution channels, enforced the use of their own payment systems, and charged commissions as high as 30%, which reduced market competition and increased costs for developers and consumers [2] - The ruling criticized Apple's prohibition on installing native apps outside the App Store as significantly reducing competition, while also noting Google's restrictive policies on the Android platform weakened market vitality [2] Group 2: Responses from Companies - Epic Games celebrated the ruling as a victory for Australian developers and consumers, indicating that Fortnite would soon return to Apple devices, although plans for Android were still uncertain [3] - Apple emphasized facing intense competition from Google, Samsung, and other stores, claiming that its commission rates have been decreasing and that many developers do not pay commissions at all [3][4] - Google argued that its Android system is more open than Apple's and disagreed with the court's description of its billing policies, asserting that its historical partnerships were formed in a competitive mobile environment [4] Group 3: Ongoing Legal Actions and Future Outlook - The court's decision allows two class-action lawsuits to proceed, potentially involving around 15 million consumers and 150,000 developers who purchased content from the app stores between November 2017 and June 2022 [4] - The ruling may prompt reforms in Australia's digital platform regulations, leading to lower prices, increased competition, and enhanced innovation, with the Australian Competition and Consumer Commission (ACCC) continuing to advocate for regulatory changes [5] - Epic Games' victory in Australia could serve as a pivotal moment for global developers seeking autonomy in app distribution and payment systems [5]
前巨人CEO吴萌创办的MiAO再获亿元投资:「游戏+社交」成就下一个超级平台
IPO早知道· 2025-08-06 02:42
Core Viewpoint - The article discusses the significant potential of the gaming industry, particularly focusing on the integration of social elements and AI, highlighting the emergence of new platforms and opportunities for companies like MiAO [4][9][10]. Group 1: Company Overview - MiAO, founded in 2022 by former Giant CEO Wu Meng, has a founding team with over 15 years of experience in the gaming and internet sectors [4]. - MiAO has successfully developed several high DAU games, including the popular titles "Ball Battle" and "Space Kill," achieving millions of DAU [4]. - Following its recent financing round, MiAO's valuation is nearly 2 billion RMB, with total funding reaching approximately 500 million RMB from notable investors [4]. Group 2: Industry Trends - The gaming industry is experiencing stable growth and globalization, with Chinese self-developed games accounting for 30% of global market revenue, and mobile games making up 50% of that [7]. - The success of games like "Black Myth: Wukong" illustrates the potential for Chinese teams to compete globally, breaking cultural barriers [7]. Group 3: Social Integration in Gaming - The article emphasizes that gaming is becoming a crucial social language for younger generations, particularly Gen-Z, who are expected to be lifelong gamers [9]. - There is a significant unmet demand for social features in online games, as gaming provides an effective social environment that can alleviate loneliness [9]. Group 4: AI's Impact on Gaming - AI is seen as a transformative force in the gaming industry, with the potential to revolutionize content creation and reshape social experiences within games [10]. - The long-term vision for AI in gaming includes creating immersive experiences and characters that enhance player engagement, leading to a shift from purposeful to aimless gaming [10].
美国上诉法院维持谷歌应用商店垄断裁决
news flash· 2025-08-01 05:42
位于旧金山的美国联邦第九巡回上诉法院31日裁定,驳回谷歌公司上诉,维持此前地方法院的陪审团裁 决和法官指令。根据相关裁决和指令,谷歌将不得不改变其Play应用商店的一些重要管理方针,包括长 期以来不允许其他应用商店在Play商店正常运营。Epic游戏公司此前在其开发的《堡垒之夜》游戏中, 通过技术手段让玩家进行应用内购买时可选择绕过谷歌的支付系统,从而避免向谷歌支付30%的佣金, 谷歌随后将该游戏从Play商店中下架。Epic游戏公司在2020年就此提起针对谷歌的反垄断诉讼。陪审团 2023年裁决,谷歌违反了联邦和加利福尼亚州反垄断法,故意获取或维持市场垄断地位,不合理地限制 交易,并非法将Play商店的使用与该公司的结算服务捆绑在一起。地方法官2024年签发针对谷歌的指 令,要求该公司整改Play商店,消除反竞争的行为。谷歌随后提起上诉,上诉期间该指令暂缓实施。 ...
谷歌在Epic反垄断案中败诉 将被迫放宽应用商城的限制
Hua Er Jie Jian Wen· 2025-07-31 21:08
Group 1 - Google lost an antitrust lawsuit against Epic Games, requiring changes to its app store policies to allow competitive markets and alternative billing systems [2] - The Ninth Circuit Court upheld a lower court's ruling, indicating that antitrust remedies can prohibit certain lawful behaviors to correct anti-competitive actions [2][3] - Google expressed concerns that the ruling would "seriously harm user safety" and undermine innovation on the Android platform [2] Group 2 - A jury supported Epic's claims that Alphabet engaged in anti-competitive behavior by paying manufacturers and developers to restrict their use of the Google Play Store [3] - Following the jury's decision, a federal judge ruled that Google must make further concessions to competitors [3] - The antitrust dispute occurs amid increasing scrutiny of Google's business practices by regulators worldwide, with Alphabet's stock dropping over 2% during trading [4]
LISA代言PS、猎魔女团“闯美”,K-POP跨界ACG上瘾了
3 6 Ke· 2025-07-29 10:53
Group 1 - The core concept of the article revolves around the successful integration of K-POP culture into the animation film "K-POP Demon Hunter Girl Group," which has gained significant popularity on Netflix, topping charts in 41 countries shortly after its release [3][10]. - The film showcases a blend of K-POP elements and storytelling, despite criticisms regarding its narrative structure and logic, highlighting the appeal of its characters and high-quality audiovisual presentation [3][6]. - The K-POP industry has contributed 7% to the global music market revenue, with 17 out of the top 20 best-selling albums in 2024 being from K-POP artists, indicating the genre's strong commercial presence [11][12]. Group 2 - The K-POP market is experiencing a decline, with a 5.7% drop in 2024, marking the first decrease in nearly a decade, despite overall growth in the global music market [12][13]. - The article discusses the challenges faced by the K-POP industry, including fan fatigue from continuous consumption and the need for innovative products and experiences to sustain interest [12][26]. - The fusion of K-POP and ACG (Anime, Comic, and Games) cultures is accelerating, with various collaborations and cross-promotions emerging, reflecting a growing trend of cultural exchange and audience overlap [5][25]. Group 3 - The film "K-POP Demon Hunter Girl Group" features original songs produced by notable K-POP producers, enhancing its authenticity and appeal to fans [8][10]. - The animation medium allows for a visually stunning representation of K-POP performances, contributing to a high-quality viewing experience that compensates for narrative flaws [10][26]. - The collaboration between K-POP and ACG is not one-sided; both industries are engaging in resource exchange to expand their influence and reach a broader audience [25][26].
Epic Games:今年我们无法在英国推出Epic Games Store,且《堡垒之夜》在英国重返iOS的前景现在变得不确定。
news flash· 2025-07-23 11:57
Core Viewpoint - Epic Games has announced that it will not be able to launch the Epic Games Store in the UK this year, and the prospects for the return of Fortnite to iOS in the UK have now become uncertain [1] Group 1 - Epic Games Store launch in the UK is postponed for this year [1] - Uncertainty surrounds the return of Fortnite to iOS in the UK [1]