- 精华
- 0
- 帖子
- 20155
- 威望
- 0 点
- 积分
- 20337 点
- 种子
- 1451 点
- 注册时间
- 2018-6-22
- 最后登录
- 2025-2-26
|
发表于 2021-6-13 09:43 · 上海
来自手机
|
显示全部楼层
3:50: caring less about data size due to built in hardware compression 5:00: the whole memory is used for each level and data is pulled in as/when needed. (Think the whole level blueprint is in memory, assets are pulled in only when required) 11:10: Still some performance left on the table for SSD 11:40: can the engine handle loading data in so quickly is a legit question. Lol 13:40: RT is using checkerboard technique 15:15: headroom from optimizing for 60fps made the 30fps mode even better (guess devs should shoot for 60 more lol) 17:25: there are some areas they could 120fps, headroom for optimizing GPU side for 120 fps available, CPU is diffi**. 19:50: development started with focus being a PS5 title 23:05: nefarious head was a huge pain to work RT on lol 24:40 Glass behind glass is a pain for devs using RT 28:00: cinematic uses same assets as game assets 29:10: hair strand system LOD fills in strand texture the closer the camera in, rivet tail if you zoom in 500 thousand to a million polygons. 40:00: a lot of the dialogues were prerecorded in the actors home |
|