Welcome to the Angry Joe Show Army!
Join our community of gamers passionate about our community and our hobby! Whether it's playing, discussing, or watching games, regardless of platform, genre, or location, we have a place for you, always!
The AJSA Playstation 4 Division: Game Nights and More!
The AJSA is on Playstation 4! Join us for weekly Game Nights with a selection of the best games the PS4 has to offer!
The AJSA Xbox One Division: We Got You Covered!
The AJSA Xbox One Division is ready to connect with you on XBox Live with a ton of events for the best Xbox games!
The Best News from the Best Sites, Every Week.
The AJSA News Collection Team is hard at work condensing a week's worth of news into one giant-sze digest for you to chew on and discuss! Links to source articles are always provided!
The AJSA Expeditionary Force: Deploying to Play the Best PC Games!
The elite vanguard of the AJSA, the Expeditionary Force (EF) chooses a new PC game every week! Join us for weekly events and help decide if the game has a future in the AJSA.
Streaming Now: The AJSA Stream Team
Joe can't stream every game, but our talented AJSA Stream Team covers a wide variety of games and personalities! Check them out, and show them some AJSA Love!
The AJSA Community YouTube Channel
Featuring news, gameplay clips, and more from the community! The Community is a chance to showcase the best moments in AJSA Gaming!
CQR Myles liked a post in a topic by DemonsColt in Proof DirectX12 does not suck
This is what 3DMark does on the API test.
"A draw call happens when the CPU tells the GPU to draw an object on the screen. Games make thousands of draw calls per frame but each one creates overhead for the CPU. New APIs reduce the overhead allowing more draw calls to be made. We test each graphics API by increasing the number of draw calls until the frame rate falls below 30 fps."
The lower the API's overhead, the more draw calls that can be made. The higher the amount of draw calls made per second, the better.
So the test compares two APIs, DX11 (single and multi threaded), and DX12. They also had Mantle, but I couldn't test that because I'm running on Nvidia.
DX11 single was 1.2 million draw calls per second.
DX11 Multi was 2.3 million draw calls per second.
DX12 was 15.6 million draw calls per second.
A very significant increase in draw calls.
JHCRANE 14 liked a post in a topic by CQR Myles in Forza 6 details
Leaked via Xbox Japan and from reading it it featured many typos and was badly translated. Article has now been removed.
Breathtaking graphics at 1080p resolution and 60 frames per second. Wet weather, 3D puddles, and night racing test your driving skills. Cutting-edge ForzaTech™ engine powers the unrelenting action and stat-of-the-art-physics at simulation speed.
Ultimate car fantasy
The most cars of any racing game this generation. More than 450 cars all immaculately recreated and customizable, and complete with working cockpits and full damage. Tour 26 world-famous locales including Daytona, Rio, and more..
Never race alone
Home of the greatest racing, tuning and painting community in gaming. 2-player split-screen racing, 24-player races, and realistic Drivatar opponents deliver packed tracks and unrivaled action.
More info at E3
CQR Myles liked a post in a topic by killer190 in Star Wars Battlefront Trailer
well, no clone wars, no space fights, 40 players max. im already starting to not like this. why would you downgrade 64 players to 40? and why cant they do space fights, the PSP versions of the game have space-land and they cant do it for this one???
CQR Myles liked a post in a topic by Apex Spartan in Star Wars Anime - Short Film (Guy spent 4 years making it, ALONE)
CQR Myles liked a post in a topic by nickyzhere in I just saw the most hilarious thing on Steam ever!
I'm pretty sure that the picture says it all.
FlurpDurp liked a post in a topic by CQR Myles in Some Place For Race Games Like rFactor, Assetto Corsa and PCars
Please make this happen, interest in sim racing is rapidly growing
CQR Myles liked a post in a topic by Doshka17 in Goat Simulator MMO!
So as many of you know already, Goat Simulator will be coming to Xbox One! But what you -didn't- know is that its going to be an MMO!
Not gonna lie, I'm buying this.
CQR Myles liked a post in a topic by Howling Fenrir in You should probably avoid Sonic Boom: Rise of Lyric(Wii U)
So a game has a single glitch that isn't even game breaking and you write off the game as a failer?
CQR Myles liked a post in a topic by Zegers in PC Specs GO!!!
I recently built my new PC. It's nothing mind-blowing, but I wanted solid performance for a not so monstrous price. I voted to get a more powerful CPU than I probably needed, instead of getting a cheaper CPU and a better GPU. I've been nothing but happy with this system since I built it. If there were anything I really wanted to change it would probably be getting a better motherboard.
CPU - AMD FX-8350
Motherboard - ASUS M5a97
RAM - 8GB (2x4GB) G.SKill Ripjaws X-series
GPU - PNY GTX 660 Ti
PSU - Corsair Builder CX500 80 PLUS Bronze
Storage - WD Blue 1TB HDD
OS - Windows 8/Linux (Cinnamon)
Case - NZXT Phantom 410 (Black)
Monitor - ASUS VG248QE (Primary) / ACER H233H (Secondary)
Headphones/Headset - CM Storm Sirus Gaming Headset
Mouse - Zowie FK / Logitech G600
Keyboard - CM Storm QuickFire TK (Cherry MX Blues)
CQR Myles liked a post in a topic by blackbird in Some Place For Race Games Like rFactor, Assetto Corsa and PCars
Being mostly a PC community, race games are definitely missing for me.
We should have an area for games like rFactor, Assetto Corsa, Project Cars ...
I hope there some racers out there.
CQR Myles liked a post in a topic by Gone too in Assasin's Creed Unity locked at 900p/30fps on next gen (now Evil Within too :C)
Boy and they said they wanted to avoid debate.
CQR Myles liked a post in a topic by Nya` in Assasin's Creed Unity locked at 900p/30fps on next gen (now Evil Within too :C)
Very stupid video put out by someone who has a history of ignorance and short sighted derived content. Different engines, different games, different developers, different development direction, different goals in mind etc...
Ubisoft is running into a bottleneck concerning mass artificial intelligence, something which is handled almost entirely by the CPU. The PlayStation 4 and the Xbox One have the same CPU, even though the Xbox One's CPU is clocked slightly higher it's the same processor, I doubt that 150Mhz boost could overcome this CPU bottleneck.
With that being said 900p on both makes perfect sense, and in terms of what that ONE PERSON said at Ubisoft, that was a self-admitted offhand remark taken entirely out of context by the idiocy of the Internet, that's really all there is to it. This hivemind of morons can't seem to actually break things down on their own, analyze it and come to a proper conclusion, they feed off of each other and what others say, they don't actually take the time to research anything, it's fucking ridiculous...
CQR Myles liked a post in a topic by forzsaken in Phil Spencer Defends Xbox One Parity Clause
Only developers can see it as negative. As they said the resources to make both games would be hard. But they could also abuse that part by making a certain console/platform timed exclusive unofficially. either by accident or intentionally by backdoor deals(makes a deal with playstation that they get timed exclusive but use the "not enough resource" excuse to xbox and media)
As an Xbox gamer/owner like us we wouldnt want that. Thats why we really have to support this Parity Clause.
That being said.. i think im becoming more and more of a follower on phil.. hes really a gamer and trully knows how we gamers feel. and as an xbox owner.. i am also more and more not regretting buying xbox one(even though i have a 360 already and most of its features are not in xbox one and p4 is more of a gaming console)
CQR Myles liked a post in a topic by ProfessorOaked in Assasin's Creed Unity locked at 900p/30fps on next gen (now Evil Within too :C)
Well last i checked both consoles had the same CPU with the Xbox having a 0.15ghz boost compared to the PS4. If it truly is a CPU based problem regarding how many AI's they have running all at once on the same screen then both of those processors are going to run nearly identically, like within a percent of each other. This actually seems like a very viable reason they would have to limit both consoles equally, since they're both having the same problem.