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By the time of [[Release schedule|launch]], four to five year old hardware should be viable.{{video|8 May 2017|16m07|hIVnt8SDdrY}}{{interview|20 April 2018|24m11|DhTvwZw_1-E}} | By the time of [[Release schedule|launch]], four to five year old hardware should be viable.{{video|8 May 2017|16m07|hIVnt8SDdrY}}{{interview|20 April 2018|24m11|DhTvwZw_1-E}} | ||
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+ | <blockquote>''Something that's been built in the past four years is going to be playable.''{{video|8 May 2017|16m07|hIVnt8SDdrY}}{{ndash|[[Steven Sharif]]}}</blockquote> | ||
<blockquote>''I think our min spec right now is targeting 960. Basically, the goal is to have computer when we launch five years back be viable. So we're not targeting super high-end systems. Unreal gives us a lot of capability to tune down fidelity as we need it, so we've got a lot of options in there. Right now it plays extremely well even on lower end systems. And we haven't even done any optimization.''{{interview|20 April 2018|24m11|DhTvwZw_1-E}}{{ndash|[[Jeffrey Bard]]}}</blockquote> | <blockquote>''I think our min spec right now is targeting 960. Basically, the goal is to have computer when we launch five years back be viable. So we're not targeting super high-end systems. Unreal gives us a lot of capability to tune down fidelity as we need it, so we've got a lot of options in there. Right now it plays extremely well even on lower end systems. And we haven't even done any optimization.''{{interview|20 April 2018|24m11|DhTvwZw_1-E}}{{ndash|[[Jeffrey Bard]]}}</blockquote> | ||
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Revisão das 06h35min de 31 de julho de 2018
Highly scalable options to adjust rendering and particle effects will be offered.[1]
- Motion blur will be togglable on and off.[2]
By the time of launch, four to five year old hardware should be viable.[3][4]
Something that's been built in the past four years is going to be playable.[3] – Steven Sharif
I think our min spec right now is targeting 960. Basically, the goal is to have computer when we launch five years back be viable. So we're not targeting super high-end systems. Unreal gives us a lot of capability to tune down fidelity as we need it, so we've got a lot of options in there. Right now it plays extremely well even on lower end systems. And we haven't even done any optimization.[4] – Jeffrey Bard