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¡IMPRESIONANTE! The Witcher 4 Unreal Engine 5 Tech Demo en PS5
Vandal
Seguir
hace 2 semanas
Demo técnica de The Witcher 4 mostrada durante un evento oficial de Epic Games y Unreal Engine 5. La demo corre en una PlayStation 5 estándar, con ray tracing, a 4K y 60 FPS.
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Sleep, Izzy, the ploughing, plunker.
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Break me pearlies on this blasted pit-ridden tract.
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06:37
En order to achieve gorgeous foliage density everywhere,
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while still being memory efficient, fast to render,
06:44
we believed that a new idea was needed.
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So instead of the same card approach
06:49
we've been using for the past 20 years,
06:51
artists should be free to take a nanite approach to foliage,
06:54
modeling every single leaf and pine needle.
06:58
And the old LOD tricks of the past,
07:00
they needed a complete rethink.
07:02
And in their place, it's a new adaptive voxel representation
07:06
in nanite.
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It's volumetric, it's fully 3D, it is super fast to render.
07:12
And these dense clusters of triangles turn into these cubes,
07:15
which at a distance they're no larger than a pixel,
07:17
and they react to the changing light of our dynamic sun
07:20
and our shadows, and they allow artists to render
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whatever amount of foliage is needed
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to achieve their vision without compromise.
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And no compromise means how ambitious we are
07:31
when it comes to bringing our vision to life
07:34
with incredible visuals.
07:36
But more than that, together with Epic,
07:38
we created faster whales throughout the world.
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We can now bring in more content more quickly
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for the smoothest possible experience
07:45
as we fly down to catch up with Siri.
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Welcome to Valgrist.
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So Valgrist is a port town, a hub for fishing, trade, and mining.
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It's one of those places where you can meet shady characters
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or overhear gossip from other lands.
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It's also where Cui took on her current contract.
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Hi-tech, let's leave Kelpie here and explore the marketplace and food.
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I'm so excited we can finally show you some of this stuff.
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Let's see what Valgrist has to offer.
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Ah, bugger, not her again.
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Guys, notice how responsive the world is.
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Character actions directly affect what happens around you. Sometimes even setting off chain reactions. Everything is working together.
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Or look at this poor gentleman being taught how to fly by an angry innkeeper.
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That's what happens when you cheat at Gwen.
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Okay, so this is the guy who gave the series his own. Like you probably suspect he has his own agenda in all of this.
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Ah, witcheress. What news of my wagons? No eternity is taking that damn salt to arrive.
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I found them. And, well, suffice to say, they'll not reach you.
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As for the salt, I found not one speck. I presume this comes as no surprise to you.
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Now, now. Kabir's smuggling trade is of no concern to me.
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Shush, shush, shush.
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The manticore that flattened your cart and devoured your men? Quite the opposite.
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Manticore? No, no. Them winged hellspawn dwell in the arsehead of Creighton. Not here.
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While Ciri decides what to do about that merchant, let's take a look at the character technology that powers this marketplace.
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Why don't we listen in on these fishmongers? They're selling their wares, chatting up customers.
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Hey!
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And there is tons of tech to play here. Even in this simple market stall.
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MetaHuman tools, improved Unreal smart objects, chaos cloth, and more.
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Yeah, and all of this exists to make sure that the gap in quality between Ciri and NPCs is as small as possible.
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Yeah, and closing that gap, it's not just about fidelity, right, but also authenticity.
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They should react to changes in the world around them.
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But the prisoner in pillar isn't exciting enough for Wildress.
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Let's grab everyone's attention with the circus.
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But the great performance deserves a huge crowd though. Let's crank it up.
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So you are seeing tons of optimizations here to many of Unreal's systems,
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including an entirely new Unreal animation framework, allowing us to fit easily in our 60 FPS budget,
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not just in rendering, but also with room to spare on the game thread.
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Over 300 animated skeletal mesh agents all going about their business.
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And the whole point is to leave breathing room for developers like you
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to introduce the gameplay and the systems that your players expect,
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empowering you to make your worlds come to life without Unreal standing in your way.
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You are right. That's the open-world RPG that we are making.
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But before we wrap up, how about one final check-in with Ciri?
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We are making this game to be the most immersive and ambitious open-world Witcher game ever.
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And we are making this a reality thanks to our work on Unreal with the team at Epic.
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I think what we are doing together is going to bring in a new generation of open-world RPGs,
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and I'm so proud of what we accomplished so far.
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We are too.
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So we're almost done, but before we go, here's a small gift for all Witcher fans.
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A first look at Lan Exeter.
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Onward, Kelvin. We've worked for you.
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This is a little bit different.
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So, you are very happy to be able to take the most part of the manual.
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And if you are just takie new, just all of us.
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It's a little bit different.
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We are just one of those people, you know.
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There's nothing more.
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It's always about to stop and reach.
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It's been a bit different.
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I think this has been to stop all the time.
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Because of these people, you know,
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you are going to have to keep a lot of the time.
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But when you are just running into the future,
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you know, are going to get faster and faster,
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you are going to get better,
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you're going to get better?
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So, you know the way to go.
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I think this is not going to take that.
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