یـ سری اطلاعات تازه از اخرین مجله PC گیمر که بیشتر در مورد تکنولوژی ساخت بازی هستش :
PC gamer
#Cyberpunk2077 First up REDengine: REDengine has undergone an overhaul due to the massive scale and requirements of the huge, dense, and dynamic megacity. “There were so many things in Cyberpunk 2077 that we just didn’t have to do for The Witcher games” 1/?
Brand new lighting pipeline.Upgrades to volumetric clouds and fog bring new opportunities for that new lighting system and a multitude of raytraced effects to shine. Implementing simulationbased dynamics for liquids andclothing And that’s just that which is evident on the surface
Implemented multi-layered shaders, a leap in effective texel density on-screen that translates to crisp, detailed environments. New async compute pipeline, to better make use of brand new graphics hardware built for DX12, the new API of choice for Cyberpunk 2077. 3/4
Lastly, there's a system for procedural asset generation, allowing for attention to detail on an unprecedented scale. “Essentially, we made the engine highly customisable.” Krzysztof Krzyscin
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PC gamer
#Cyberpunk2077 Post#2 Real-time Ray-tracing: Diffuse illumination, reflections, ambient occlusion, and shadows will all be improved upon or enabled with real-time ray tracing. Ray-tracing brought simplicity to the table when it came to testing and iterating.
“Cyberpunk 2077 is an extremely complex game, both in terms of scale and also due to the design of Night City itself,We have an extremely-vast cityscape with a huge amount of verticality. These factors make lighting Night City extremely demanding as we cannot use any pre—baked
lighting systems, solutions so commonly used in games. We implemented ray tracing into. our engine to work as a hybrid solution, meaning that we can replace certain systems with its ray-traced version. For example, our core global illumination system uses light that comes
from the sky, sun, and all location light sources to dynamically produce bounced light. In ray tracing mode, we use our main G1 to produce only the bounced light, while the main light that comes from the sky is ray-traced, giving it much better shaping and details in shadows. "
You can expect ray tracing to amplify the soft shadows of super-bright emissive objects, like billboards or neon signs, of which there’s sure to be plenty in Night City. Each effect only selves to further build on the sense of place ingrained into the architecture of Night City
reflections, shadows, lighting, and emissive surfaces “all feed into both capturing the Vibe of Night City, in all its cyberpunk glory, and also making it feel as real as possible,‘to help bring that immersion even closer”. -Jakub knapik Lighting & FX Art Director
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PC gamer
#Cyberpunk2077 Post#3 Hardware & Optimisation: When it comes to hardware, since the beginning whatever tech they wanted to be implemented next, it had to be scalable. Min requirements a GTX 780 3GB or better for 1080p gaming at low settings.
If you were wondering how will this game run on base consoles? The answer is simple: optimization and lots of it. A special hierarchical geometry simplification pipeline tool dedicated to managing high-res textures was developed. It essentially creates simplified in-game models
from the high-resolution models. High-resolution models are loaded around the player camera alone, while these low-res proxies are kept at a safe distance from a player's eyes. You might not notice much of a difference during gameplay if any.
this allows Cyberpunk 2077 to fit within a reasonable amount of memory a Vital measure to ensure wide compatibility and performance. A node-based lattice system cuts resource load from vehicle destruction. Distributed computation.
sometimes days of number-crunching is put to work chewing on data for that expansive global illumination system. and similar processes are employed for terrain tiles, navigation data, and even acoustics in order to deliver a map that needn’t sacrifice beauty for scale.
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PC gamer
#Cyberpunk2077 Post#4/4 Lip-sync: Cyberpunk 2077 uses JALI(Jaw and lip integration) capable of complete automation of lip-syncing and facial animation that offers devs complete control to fine-tune the end result.
View attachment Jackjakeaa-1317413934526332928-20201017_140533-vid1.mp4
“Doing facial motion capture for every NPC in the game is impossible, You have to remember that we‘re talking about recording massive amounts, of lines with numerous actors across different localisations. cooperating with studios all over the world
for sessions, and doing VO pickups all the way until the very last moments sometimes. Using JALI we're able to successfully overcome many difficulties, for example, logistical ones, that this undertaking would otherwise pose with regular facial motion capture.”
" Bad lip-sync gets noticed and the great lipsync gets ignored " co-founder of JALI That hidden language of emotion, underlying all captivating facial animation, Will not be hindered by language barriers or time-constrained localization in Cyberpunk 2077
Thanks to JALI Cyberpunk will offer linguistically and regionally accurate facial animation for ten languages: Japanese,Russian,French,Mandarin,German, Polish, Brazilian Portuguese, Italian, Spanish, and English. JALI paper:
http://dgp.toronto.edu/~elf/JALISIG16.pdf… Website:
http://jaliresearch.com