We also created a new cloud rendering and simulation system for this game, allowing for fast rendering of three-dimensional, art-directed cloudscapes without using expensive raymarching techniques. We introduced several techniques that we used to stylise and supplement the look of our FFT water implementation for the game's oceans. Over the course of development, we have come up with a number of innovative techniques focused both on keeping an open world game like ours performant and visually appealing. Our game contains a large number of dynamic elements and is designed to run on hardware ranging from integrated GPUs on a laptop, to the most powerful modern gaming PCs. Sea of Thieves posed a unique challenge - developing a stylised, open world game in Unreal Engine 4, a demanding and contemporary game engine focused on photo-realistic rendering.
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