PS5 The Witcher IV | "2027" | Tech Demo Showcase disponibile!

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Figata, poco da fare :ahsisi:

Dopo essermi drogato di TW 3, non posso che restare in attesa
Idem, TW 3 gioco della vita. Aveva un atmosfera incredibile e poi la colonna sonora è per me tra le 10 migliori di sempre nel settore
 


DBLTAP: You couldn't really interact with the NPCs in The Witcher 3. You could interact with the main ones and have conversations with them, but beyond conversations, you couldn't really disrupt their routines or anything like that. Are you working towards making the world this dynamic across the board?

Czatrowski:
We want it to be as interactive and as dynamic as possible. We have some examples already that we showcased in the demo. However, the full scope is still work in progress, so we'll see how far we'll get.

DBLTAP: Yeah, I understand why you're being a little cagey about it is because obviously, if that's going to work, you're going to need 50 or 60 different examples of that, right? Because otherwise it's gonna just repeat. You can't just have Ciri bumping into apple crates all the time.

Czatrowski:
At the same time, if you're able to make it systemic, things will be much easier.

DBLTAP: Yeah, I mean, Red Dead Redemption 2 managed it. There's a lot of unique interactions across the world in that. So I think it's possible.

Czatrowski:
It's a great game. All the studio, all the desks, played it and loved it. We don't draw direct references or comparisons from it, but definitely, we love the vibe.

DBLTAP: Obviously this is a short tech presentation, but do you think it's possible? I know you, you're not there yet, and it's only a tech demo. But do you think it's possible to do everything that you've shown there in a full open world game?

Czatrowski:
So, this is the showcase of the current state of the engine. Basically, 5.6 is out, and lots of the stuff that we showcased is already available for the devs. And so, yeah, basically, this is it. With the tools that we are using in the studio, you are able to start building this open world experience.
Click to shrink..

DBLTAP: So when the guy was on the stage with a controller in his hand, was he really playing that?

Czatrowski: Yes. It was a 100% live presentation being played on a base PS5.

DBLTAP: And is it one of those demos where, like, if he looked the wrong way, it would have broken? How scripted was it?

Czatrowski: No. I mean, if you look the wrong way, you can possibly see a part of the map that was not developed because it's a short fragment of the world that we built specifically for them. Also, if you look the other direction, there might be some more empty space. But at the same time, if you look the right way, you can see all the technology that we showcase – basically infinite forest, foliage reaching up to the horizon. You could see the NPCs on the market. You can see the interactivity and systemic approach for those interactions. You can see the horse, which is beautiful, powered by machine learning technology, and you can see the beauty of the world.

DBLTAP: When you did the zoom in for the horse muscles, did you just create a short cutscene to showcase that? How did that work?

Czatrowski: Parts of the demo were designed in order to showcase more technology, but it was still running fully on the PS5. None of the parts that were shown were pre recorded.
Click to shrink...

DBLTAP: What implementation of ray tracing was in the demo?

Czatrowski:
We have 60fps with hardware ray tracing. We have ray traced global illumination.

DBLTAP: The muscle deformation tech that we mentioned before. Is that limited to just horses, or is that every creature, every human in the game?

Czatrowski:
This is basically a technology that allows you to build the model, to simulate the muscles and transform it to the final to the final mesh. The limit is your imagination.

DBLTAP: So you'd like to have it for everything?

Czatrowski:
It's way too early to say. We just showcased it on the horse, and it's a great example of it. However, for the rest we are still evaluating.
 


DBLTAP: You couldn't really interact with the NPCs in The Witcher 3. You could interact with the main ones and have conversations with them, but beyond conversations, you couldn't really disrupt their routines or anything like that. Are you working towards making the world this dynamic across the board?

Czatrowski:
We want it to be as interactive and as dynamic as possible. We have some examples already that we showcased in the demo. However, the full scope is still work in progress, so we'll see how far we'll get.

DBLTAP: Yeah, I understand why you're being a little cagey about it is because obviously, if that's going to work, you're going to need 50 or 60 different examples of that, right? Because otherwise it's gonna just repeat. You can't just have Ciri bumping into apple crates all the time.

Czatrowski:
At the same time, if you're able to make it systemic, things will be much easier.

DBLTAP: Yeah, I mean, Red Dead Redemption 2 managed it. There's a lot of unique interactions across the world in that. So I think it's possible.

Czatrowski:
It's a great game. All the studio, all the desks, played it and loved it. We don't draw direct references or comparisons from it, but definitely, we love the vibe.

DBLTAP: Obviously this is a short tech presentation, but do you think it's possible? I know you, you're not there yet, and it's only a tech demo. But do you think it's possible to do everything that you've shown there in a full open world game?

Czatrowski:
So, this is the showcase of the current state of the engine. Basically, 5.6 is out, and lots of the stuff that we showcased is already available for the devs. And so, yeah, basically, this is it. With the tools that we are using in the studio, you are able to start building this open world experience.
Click to shrink..

DBLTAP: So when the guy was on the stage with a controller in his hand, was he really playing that?

Czatrowski: Yes. It was a 100% live presentation being played on a base PS5.

DBLTAP: And is it one of those demos where, like, if he looked the wrong way, it would have broken? How scripted was it?

Czatrowski: No. I mean, if you look the wrong way, you can possibly see a part of the map that was not developed because it's a short fragment of the world that we built specifically for them. Also, if you look the other direction, there might be some more empty space. But at the same time, if you look the right way, you can see all the technology that we showcase – basically infinite forest, foliage reaching up to the horizon. You could see the NPCs on the market. You can see the interactivity and systemic approach for those interactions. You can see the horse, which is beautiful, powered by machine learning technology, and you can see the beauty of the world.

DBLTAP: When you did the zoom in for the horse muscles, did you just create a short cutscene to showcase that? How did that work?

Czatrowski: Parts of the demo were designed in order to showcase more technology, but it was still running fully on the PS5. None of the parts that were shown were pre recorded.
Click to shrink...

DBLTAP: What implementation of ray tracing was in the demo?

Czatrowski:
We have 60fps with hardware ray tracing. We have ray traced global illumination.

DBLTAP: The muscle deformation tech that we mentioned before. Is that limited to just horses, or is that every creature, every human in the game?

Czatrowski:
This is basically a technology that allows you to build the model, to simulate the muscles and transform it to the final to the final mesh. The limit is your imagination.

DBLTAP: So you'd like to have it for everything?

Czatrowski:
It's way too early to say. We just showcased it on the horse, and it's a great example of it. However, for the rest we are still evaluating.
Per me questo mette la parola fine a tutta la faccenda. Nel mio video per fortuna mi sono dimostrato più equilibrato del solito.

  • Era una techdemo, ma stanno facendo un gioco così.
  • Difficile che possano fare il matching su ogni cosa, ma ci proveranno.
  • Mondo vivo è mondo vivo, verissima la cosa di TW3 e delle sue GIF, TW3 aveva NPC senza interazione.
  • La porzione del gioco era più grossa di quello che ci è sembrato
  • Spiegare la zona cavallo è stato saggio, c'è gente che non lo aveva capito.
  • Giocava con il pad, su PS5 FAT.

Non è possibile mentire così tanto.
 
 

TW4 has console first development with a 60fps target; 60fps on Series S will be "extremely challenging"​


Son rimasti talmente scottati da CP77 che a sto giro han messo la build Console come build di partenza? Non è che mi convinca molto sta cosa. Per carità si eviteranno disastri, ma il bello dei loro giochi era anche lo spingere oltre il limite per poi dover stare in equilibrio sugli hardware attuali (e reggere benissimo il peso del tempo).

Il fatto che targettino i 60FPS su Console (mai con quel dettaglio e densità della demo) è comunque encomiabile e fa ben sperare per un prodotto ottimizzato a fine corsa.
 

TW4 has console first development with a 60fps target; 60fps on Series S will be "extremely challenging"​


Son rimasti talmente scottati da CP77 che a sto giro han messo la build Console come build di partenza? Non è che mi convinca molto sta cosa. Per carità si eviteranno disastri, ma il bello dei loro giochi era anche lo spingere oltre il limite per poi dover stare in equilibrio sugli hardware attuali (e reggere benissimo il peso del tempo).

Il fatto che targettino i 60FPS su Console (mai con quel dettaglio e densità della demo) è comunque encomiabile e fa ben sperare per un prodotto ottimizzato a fine corsa.
Per me è solo una cosa positiva. Il gioco pensato in primis su PC sarebbe stato lo stesso ma con le versioni console problematiche come al solito. Così invece crescono le possibilità di avere versioni console decenti al lancio. Tanto i pompaggi grafici su PC ci saranno comunque.
 

TW4 has console first development with a 60fps target; 60fps on Series S will be "extremely challenging"​


Son rimasti talmente scottati da CP77 che a sto giro han messo la build Console come build di partenza? Non è che mi convinca molto sta cosa. Per carità si eviteranno disastri, ma il bello dei loro giochi era anche lo spingere oltre il limite per poi dover stare in equilibrio sugli hardware attuali (e reggere benissimo il peso del tempo).

Il fatto che targettino i 60FPS su Console (mai con quel dettaglio e densità della demo) è comunque encomiabile e fa ben sperare per un prodotto ottimizzato a fine corsa.
In un intervista dissero che lo sviluppo sarebbe partito in parallelo tra console e pc con comunicazione costante tra le parti
 
Nulla gli vieterà di aumentare tutto su PC, semplicemente hanno capito che l'idea che hai devi prima crearla sulla macchina inferiore. Funziona? Bene, "vediamo come migliorarla su quelle migliori" (PC compreso) non funziona? "Peccato, non ci perdo manco tempo". Solo così stai tranquillo. E' indubbiamente un peccato sotto certi aspetti, ma quella via alla fine è la più sicura.

Non capisco però perchè fare su series S il gioco a 60 fps. Cioè dai, nel 2027 (e oltre) quella sarà la console con meno base installata, sarebbe meglio fare la versione su switch 2 :asd:
 
Per me è solo una cosa positiva. Il gioco pensato in primis su PC sarebbe stato lo stesso ma con le versioni console problematiche come al solito. Così invece crescono le possibilità di avere versioni console decenti al lancio. Tanto i pompaggi grafici su PC ci saranno comunque.
Nulla gli vieterà di aumentare tutto su PC, semplicemente hanno capito che l'idea che hai devi prima crearla sulla macchina inferiore

Cyberpunk non sarebbe com'è ora se l'avessero creato sviluppando con la PS4 come first.
 
Cyberpunk non sarebbe com'è ora se l'avessero creato sviluppando con la PS4 come first.
PS4 era però una console nata vecchia, parecchio indietro ai PC performanti. È un problema che ora non sussiste. Le console attuali non hanno chissà quale collo di bottiglia che possa frenare tecnologicamente un gioco a livello di meccaniche. È tutto molto scalabile.
 


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