Gaiff
SBI’s Resident Gaslighter
https://www.eurogamer.net/digitalfoundry-2024-the-big-horizon-forbidden-west-pc-tech-interview
A few interesting bits for those too lazy to read.
A few interesting bits for those too lazy to read.
- The port took roughly a year, with work beginning...last year
- The PC version is the PS5 version but scales slightly above the PS5 version all the way down to below the PS4 version
- To get ultrawide up to speed, they had animators and designers go through all the cinematics and adjust them accordingly
- Nixxes introduced a memory manager like in Spider-Man on PC that moves data to system RAM if you're about to run out of VRAM
- Among options that scale above PS5 are AF, shadow filtering, and shadow resolution
- Deferred texturing which was used on PS4 mainly for the foliage could not translate well to PC so they used a traditional GBuffer approach
- Data decompression is all done on the CPU because GPU decompression introduces a host of problems and limitations such as:
- GPU decompression can only use GDeflate as a decompression format and it's very CPU-unfriendly
- They decided to use LZ4 instead which is very fast on the CPU as GDeflate is useful for CPU-bound game but very heavy on the GPU
- They want to convince Microsoft to allow other formats for GPU decompression
- Ray tracing was considered but its implementation proved to be too time consuming
- To collect PSOs, they had their QA team gather them and at the end of every week, merge them into a big database, similar to Spider-Man
- The guys at Nixxes don't think PSOs are a great solution and prefer the way the Steam Deck handles them, and wonder if that could be done on Windows
- PSO collection is a huge burden on PC compared to consoles and it's a very frustrating process. Guerilla quotes, "it is really bad"
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