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Next Definition Visuals
As is expected with any console generation transition, Madden NFL 25 on PlayStation 4 and Xbox One will boast improved graphics and animations. The art team is touting a 10-times-the-detail improvement, with particular focus in cloth physics, player details, and the crowds:
ON CLOTH PHYSICS IN MADDEN NFL 25
We’re using cloth much differently in Madden NFL 25 than on other teams. Players in NBA LIVE and FIFA have loose uniforms but in the NFL, players intentionally have their jerseys fitted to make it difficult to grab and hold them. We’ll still use EA SPORTS IGNITE for that level of detail, but in a different way.
ON PLAYER DETAIL
Because the uniforms are different in Madden NFL 25 than other games, our EA SPORTS IGNITE technology is more focused on things like hair and player towels. In the first look at the engine, you saw Robert Griffin III’s hair and towel flowing as he took two steps back in the pocket, as well as Marshawn Lynch’s dreadlocks.
ON THE CROWDS
In the past, we could only render 16 crowd characters on cards. Now they’ll be 3D, and we’re going to create crowds that have indiscernible patterns to where it feels like there are tens of thousands of people in the stands.
True Step Player Motion
While Madden NFL 25 (as well as NCAA Football 14) introduced foot-planting to help improve player movement on the field for “Gen 3” consoles, Madden NFL 25 on PS4 and Xbox One will take advantage of more advanced technology called “True Step Player Motion” to govern player movement:
ON TRUE STEP PLAYER MOTION
True Step is the all-new, step-based locomotion system which calculates the steps ball carriers take on the field. The old-school running cycle has been replaced by a system constantly evaluates weight momentum and desired direction with 4x the precision. This allows steps to be selected from hundreds of new running animations on the fly. This creates an innovative new locomotion system that replicates decisions NFL players make on the field.
We achieved True Step through a collaborative process with FIFA that came out of a mutual desire for realistic running on the part of both dev teams and our fans. Two small groups collaborated throughout the Madden NFL 25 and FIFA 14 cycle to detail all of the basic technology and steps required to have realistic running. We then motion captured thousands of steps specific to each sport.
ON HOW TRUE STEP AFFECTS GAMEPLAY
The main thing people will feel is the responsiveness and how smooth it is. People will feel more connected to their player and anything they do on the stick will be reflected in their player’s feet and the way they move. No matter what you do with the stick, the player will respond with accurate steps and weight transfer. The game is not only more responsive, it is also more realistic with running animations that we have never had before.
We’ve shared this technology with FIFA, and there are core engineers on both teams that have been working on this for the last year and a half to two years. So they’ve had a pretty good head start of introducing this technology.
ON PHASE MATCHING
After these moves were imported into the game, the team spent more time making sure that the steps worked well with ball-carrier special moves and it was as this point, Madden collaborated with FIFA again on a phase match solution. Dev got phase match working perfectly. There were no longer any unrealistic moves or mid-air warps in locomotion. However, the responsiveness needed to be improved, so we went back to ANT and added the gather steps that players to get a foot down quickly in real life. We tuned and tuned until it felt right.
One key component of True Step is that every single move players do is in perfect phase. If a player’s foot is in the air, he won’t be able to do a move until the foot is planted. This makes ball carrier moves look perfect on the field and eliminate instances of unrealistic actions and timing. In order to make sure the system is still responsive, we have added a stutter step system that allows players to quickly get themselves into phase in order to do a move.
Precision Modifier and Learning Curve
Even though NFL video game fans have been able to get their hands on #RunFree in Madden NFL 25for PS3 and Xbox 360 for a few months now, learning the ins and outs of the Precision Modifiersystem, there will still be a learning curve to adjust to in going to Madden NFL 25 for PS4 and Xbox One:
ON THE PRECISION MODIFIER AND TRUE STEP
The Precision Modifier from Gen 3 has been given the Step Locomotion treatment. Ball carriers now take different steps, and his speed will slow down more dramatically thanks to retuned run curves that better model real life. This gives more power to the concept of using the right and left triggers as “gas and brake” to fake out opponents and hit holes harder. The “pedals” also allow defenders to more effectively slow down to make open-field tackles against their opponents.
ON THE GEN 4 LEARNING CURVE
Realistic locomotion will be a slight adjustment for players that now have a better ability to speed up and slow down due to newer curves and more steps than ever before. They will, however, have to consider momentum while trying to make precision turns and stops at full speed. One thing to really practice this year is slowing down and using the Precision Modifier to get a faster, more comfortable move. Timing will be an adjustment, but with some practice, people will become very comfortable with True Step.
Our team has refined the weight of our characters on Xbox One and PlayStation 4. In the past, the players felt light, which led to some unrealistic behavior. Now, players will feel that weight as it’s carried into the run. Momentum will carry through a lot more, and players will need to slow down in order to execute moves like 180 degree spins. It’s important to go through the tutorial to learn the speed changes and most importantly, the different moves at each ball carrier’s disposal.
Player Sense
As the new console generation provides more horsepower to do more with the technology, it only makes sense that the intelligence of the players in sports video games will see a boost as well. EA SPORTS is touting 50-times the contextual calculations being undertaken by players on the field as a result of “Player Sense”:
ON PLAYER AVOIDANCE
A big focus of Player Sense this year was the concept of “avoidance.” Players are going to be more aware of their surroundings, and a big part of that is the ability to avoid things like the sidelines and other blockers. Players can hop over defenders on the ground or tightrope the sidelines, all in an effort to avoid obstructions on the field.
ON CONTEXTUAL AWARENESS
The whole idea is that players are able to think for themselves and do smart things automatically. On Gen 3, players would often run into each other’s backs. Running backs would collide with their linemen and bust plays. Because we have all this horsepower on Gen 4 with EA SPORTS IGNITE, players will check every frame to see if they’re about to run into something. Players can check their feet, their waists, and what’s happening downfield to help them make decisions.
ON AUTO HURDLE AND DOWNFIELD BLOCKING
Because players can make all types of contextual decisions with EA SPORTS IGNITE, the development team has been able to add Auto Hurdle. In Gen 3, players could truck someone and then stumble over them. Now you can truck somebody and then automatically jump over them. Players are smart enough to recognize a player on the ground and then act with perfect sense of the situation.
We’ve also added the ability to point out blockers downfield. So if a ball carrier is looking ahead of him and recognizes a player 15 yards downfield, he can point out the defender to his blockers.
ON DEFENSIVE CONTEXTUAL AWARENESS
We’ve added the same contextual awareness to defensive players. On Xbox One and PlayStation 4, blitzing linebackers won’t get caught up on their own defensive linemen. The same goes for defensive backs. If a safety is coming over to help a corner, the two won’t collide into each other. Instead, one might extend his hand out in order to create some space and try to make a play.
ON RAIL TRACKS
The Rail Tracks system is a technology that incorporates elements of Player Sense and True Step Locomotion. This system projects a much more granular path to where the player wants to go when the ball is in the air. Players now break on the ball, and have the ability to swerve instead of taking different turns to get to the same point. It’s a much more granular prediction of how players can get where they want to go, which makes for more reactive ball play and a more realistic game.

shyt looks like that piff, i already copped for current gen, so i will buy the new one for 10, so who coppin wit me
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