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↑ 1.0 1.1 Vídeo, 2017-05-08 (16:07).
↑ 2.0 2.1 Entrevista, 2018-04-20 (24:11).
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↑ Transmissão ao vivo, 2018-05-04 (43:35).
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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>''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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+ | Highly scalable options to adjust rendering and particle effects will be offered.{{quote|game system.jpg|link=https://discordapp.com/channels/256164085366915072/257283936756039680/280855340738674693}} | ||
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+ | * [[wikipedia:Motion blur|Motion blur]] will be togglable on and off.{{livestream|4 May 2018|43m35|nff_kdiKdDU}} |
Revisão das 06h37min de 31 de julho de 2018
By the time of launch, four to five year old hardware should be viable.[1][2]
Something that's been built in the past four years is going to be playable.[1] – 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.[2] – Jeffrey Bard
Highly scalable options to adjust rendering and particle effects will be offered.[3]
- Motion blur will be togglable on and off.[4]