Update 1.0: Graphics Optimization and Settings
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Moving to a new engine was a long and complicated affair as we had two key objectives: make sure the graphics were both improved and optimized. With 1.0, you will immediately notice the graphical improvements and wonder what strain it might put on your rig. Well, with hard work and dedication, we’ve managed to keep the minimum and recommended system requirements unchanged.
What does this mean? If you’re playing on an older computer (the game has been played on PCs a decade old), no fear, you will still be able to enjoy improved graphics. To get the most from your rig, make sure to run the auto-detection feature when starting the game, more on that later…
How Did You Manage to Keep the Same System Requirements?
- Virtual Texture
- Water
- Adaptive Shadows
- UI Optimization
- Revised Tank Track Calculation
- Advanced Tree Model System
- Level of Detail Switching
- Optimized Particle System
Now, we can pre-calculate all this heavy blending, save it as a Virtual Texture, load it in advance and only show when necessary. Besides, we no longer need to do material blending in the tessellation stage. So we use tessellation (the arrangement of shapes closely fitted together) without a significant performance drop.
HOW DOES IT WORK?
The terrain itself is a very complex substance that consist of numerous materials: grass, sand, stone… you name it. In the most complicated cases, we blend eight materials in each pixel every frame, which impacts heavily on your GPU. Previously the terrain was rendered every frame.
Want to see it with your own eyes? Check for yourself with the enCore program. With this, you can test your system to see how Update 1.0 will perform on it.
ENCORE
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