Pour info le soft bofy est la même technique utilisé dans The Order 1886, de plus Team Ninja a déjà déclaré qui développement actuellement un jeu ps4

bon j'ai un peu la flemme de tout traduite étant donnée que ce sont des termes technique, pour les connaisseur je vous laisse lire 
Dengeki Online, the website of the renown Japanese magazine, published a roundtable interview with some of the most important Japanese game developers. The focus of the questions was obviously PlayStation 4, which will launch in the land of the Rising Sun on 22th February. Among all of it, we found a particularly interesting piece of information coming from Yohei Shimbori, Director of Team Ninja inside Tecmo Koei Games.
The fourth question by Dengeki asked developers “What part of PlayStation 4 they wanted to challenge?”, and Yohei answered with the following statement:
I would like to achieve a cutting edge representation of soft body physics by taking full advantage of GPGPU. Right now, even if we try it tends to become unrealistic, ignoring the law of conservation of mass, but I would like to take it to a level where the warmth of the human skin is correctly shown. It is a thing that you want to pursue particularly with a fighting game, where flesh collides and blows connect. This is my personal obsession (laughs).

Now, let us explain a bit more what this is all about. GPGPU means General Purpose Computing On Graphics Processing Unit, which is the utilization of a GPU to perform tasks traditionally handled by CPU. This is getting more common in the industry and PlayStation 4′s Lead Architect, Mark Cerny, decided to equip the new hardware in the best way to support this trend. Recalling some quotes from pre-launch interviews with Gamasutra and IGN:
The vision is using the GPU for graphics and compute simultaneously. Our belief is that by the middle of the PlayStation 4 console lifetime, asynchronous compute is a very large and important part of games technology. Our overall approach was to put in a very large number of controls about how to mix compute and graphics, and let the development community figure out which ones they want to use when they get around to the point where they’re doing a lot of asynchronous compute.
By year 3 or 4, I think we’ll see a lot of GPGPU [General-purpose computing on graphics processing units], which is to say that the GPU will be used for a lot of things not directly tied to graphics. So physics, simulation, collision detecting or ray casting for audio or the like.
At this point you might ask yourself if implementing GPGPU tasks won’t have a negative impact on graphics, but Cerny reckons this shouldn’t be the case.
Well, if you look at a frame and everything that’s being done in that frame, a lot of phases within that frame – it’s like 1/30 of a second – some of these phases don’t really use all of the various modules within the GPU. Shadow map generation tends not to use ALU [arithmetic logic units] very much, so it’s a really optimal time to be doing all of those other tasks.
So most likely, 3 [or] 4 years in, once you’ve taken time to study the architecture you can improve the quality of your world’s simulation without decreasing the quality of your graphics.
You can see, then, why this is particularly interesting for Team Ninja, which is known for fighting/action games such as Dead or Alive or Ninja Gaiden. These games were already known for their graphics and physics simulation (especially cloth and hair), so I’m extremely interested to see what they are doing with PlayStation 4 (in the same interview, Yosuke Hayashi confirmed that they are working on a PS4 game already) , which lends itself nicely for this purpose. What do you think? Will Team Ninja be able to restore their former glory, somewhat faded after the departure of Tomonobu Itagaki?
In related news, Yaiba: Ninja Gaiden Z will be released on 18 and 21 March, respectively in North America and Europe, for PlayStation 3, Xbox 360 and PC.

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posted the 02/09/2014 at 10:53 PM by
masterchief177
Donc, le plus probable, 3 [ou] 4 ans, une fois que vous avez pris le temps d'étudier l'architecture, vous pouvez améliorer la qualité de la simulation de votre monde sans diminuer la qualité de vos graphiques.
Read more at http://www.worldsfactory.net/2014/02/09/doa-dev-wants-exploit-ps4-gpgpu-soft-body-physics#r4HcmR1vlHfLqqke.99
En tout cas j'espère qu'avec les gains de performance que cela va apporter dans les futurs jeux, les merdes comme le FXAA disparaitront pour de bon. Le minimum acceptable pour moi c'est le TMAA de Killzone SF ou encore le SMAA de Ryse.
clashnikove le mec de la Team Ninja réponds à une simple question. Elle est où la désinformation ?
Qu'est ce tu parle de désinfo toi ? T'as un argument qui viendrait contredire ce qui est dit dans l'article ? Non. La sortie c'est par là.