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  • 2 days ago
Take a look at the ‘RTX: Inside the Game DLSS 4’ Behind The Scenes Video for 007 First Light, a third-person action-adventure origin story for the iconic James Bond developed by IO Interactive. Players can get the rundown on the PC-exclusive enhancements powered by NVIDIA technology from DLSS4 with Multi Frame Generation, volumetric smoke techniques, and more to bring the unique Bond story to life. 007 First Light is launching on May 27
Transcript
00:00Oh, what are we waiting for?
00:06007 First Light is an action-packed, story-driven, adventure spy thriller
00:12where you play as a young James Bond as he ventures on his first journey
00:16and his first steps into the larger world of spycraft.
00:21Bond hasn't been in games for around 13 years or so.
00:25Because we're doing a younger Bond,
00:27it's a wonderful opportunity for us to really explore
00:30how the relationships he has in his younger years,
00:33how they affect him as a character.
00:36We want to make sure that the player is engaged all the way
00:39while telling a super, super interesting story.
00:41Since it's the origin story,
00:43really trying to hammer his license to kill
00:45and how he can actually become the superhero that we all know and love.
00:57We are a game-first company.
01:00We have a world system team to build tools
01:02so we can make better immersive worlds.
01:04Glacier Engine is truly a creative platform
01:07because of the visual graph that we have, the node-based editor,
01:10that gives the full freedom to our designers to have the overview
01:14so they can decide where to use what.
01:16So you can actually change an asset,
01:18could be a texture, could be a geometry,
01:20and you will be able to see it in the game instantly
01:23without any packing, loading, building times.
01:26The primary tech that we are developing together with NVIDIA
01:29is all the DLSS features, especially of DLSS 4.
01:33Everything from multi-frame generation to super resolution
01:36is incredibly useful
01:38and something that we have integrated very, very closely into the game.
01:41We've made a new volumetric smoke system
01:44that really tries to push the limits of how we can represent smoke
01:49and fog and explosions in the game
01:51and this is something that's not been done anywhere before.
01:54Having software and hardware working together
01:57and getting the best out of it while using these techniques
01:59really helps us to push the limits
02:01to give us a freedom that our designers can really go beyond limitations of the hardware.
02:08We also want to make sure that we can improve on the action elements of the game
02:13so shooting and cover mechanics and all that sort of stuff
02:17has also taken a huge leap forward
02:19to make sure that it's an actual action game.
02:22We've developed a completely new animation system for James Bond
02:26and we've also developed a new AI system
02:28that tries to take a hitman approach
02:30but in a new quality direction
02:32and making sure that the interactions that players get with NPCs
02:35are actually believable and as top-notch as we can do.
02:39As game developers, we entertain people
02:42but entertainment is not just fun, it's also creating those memories.
02:46So we are very proud building games that people remember.
02:50I would hope that we find a new fresh audience for Bond
02:53and that they get to connect to this character
02:55and I would hope for them that they get to fall in love with him a little bit
02:58like we have during this development.
03:00We are very proud at being the team that can actually bring 007 back into gaming.
03:06This is something that we want to nourish and see what we can do
03:10to encourage players to actually just enjoy this experience that we are crafting for them.
03:14We are really proud of them.
03:15We are always looking for them.
03:17We are always looking for them.
03:19You
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