![]() ![]() Besides LOD, we increased the resolution of various texture maps for all scenes, characters, and special effects part of the native PS5 version. We knew that we were going to feel pressure on CPU and GPU, and worked to mitigate this through our LOD strategy to strike a balance. On top of that, there were some content enhancements such as the level of detail (LOD) and mapping to consider.Įxtensive details are required to fill a world of this magnitude on PS5, so we fine-tuned our usage of LOD groups, which resulted in more draw calls and triangles. The first step was to fully develop a framework for the PS5, and, by extension, build a brand-new graphics library. In terms of content production, the PS4 and PS5 versions are virtually the same. How did you scale up Genshin Impact for PS5? We’d love to hear about this process. Visit the PlayStation store to learn more about Genshin Impact and add it to your library, or read on for our full interview with the game’s technical director, Zhenzhong Yi. The secrets of Teyvat are then gradually revealed along the way. Players take on the role of the mysterious “Traveler,” who sets off on a journey to discover the fate of their lost sibling. This is a stellar example of how to advance critical media research on the materiality and politics of platforms.Genshin Impact is a free-to-play, open-world action RPG that transports players to the stunning realm of Teyvat. Based on extensive research, Nicoll and Keogh propose a new conceptual framework to guide analysis of the cultural work of platform-based digital content production. “This original, timely, and accessible case study carefully unpacks the ambivalence of Unity’s claim to ‘democratize’ game development. Scholars, students, and practitioners are sure to benefit from the savvy analysis of such a vital, yet seemingly invisible piece of software that powers a billion-dollar industry.” (Dr. True to form, Nicoll and Keogh provide an empirically grounded and highly readable account of game engines as ‘cultural software’. ![]() This book lifts the veil of secrecy and demystifies how game engines are used, understood, marketed, and governed. It will be most useful to educators and researchers interested in the interleaving of game development and cultural impact.” (Ghita Kouadri, Computing Reviews, February 9, 2021) “The game industry is notoriously opaque, even for insiders. “Readers should be aware that this is a specialized book it is neither a tutorial nor general reference for the Unity game engine. For videogame developers, educators, and students, it provides critical and historical grounding for a tool that is widely used yet rarely analysed from a cultural angle. For scholars of media production, software culture, and platform studies, this book provides a framework and language to better articulate the increasingly dominant role of software tools in cultural production. Building on long-standing methods in media and cultural studies, and drawing on interviews with a range of videogame developers, Benjamin Nicoll and Brendan Keogh argue that Unity deploys a discourse of democratization to draw users into its ‘circuits of cultural software’. This book provides an urgently needed critical analysis of Unity as ‘cultural software’ that facilitates particular production workflows, design methodologies, and software literacies. In particular, the Unity game engine has penetrated all scales of videogame development, from the large studio to the hobbyist bedroom, such that over half of all new videogames are reportedly being made with Unity. ![]() Videogames were once made with a vast range of tools and technologies, but in recent years a small number of commercially available 'game engines' have reached an unprecedented level of dominance in the global videogame industry. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |