Chapter 1047 The layman looks at the bustle, and the insider looks at the doorway

The layman looks at the bustle, and the insider looks at the doorway.

Just when Shuichi Ando was playing a game and was being watched by his sister, on the other side, someone was watching this game related to a certain St. Euliana Hospital.

QuanticDream, which made Evil Spirit City - the future production of Heavy Rain and Illusion Slayer, and the transcendent twins, is also working on this game.

Well, people look at things from the perspective of pure appreciation.

Although in the later business model, the degree of freedom of the game seems to be very high, but the plot mode of this game is a real "plot flow".

The story mode is a story that is linked to each other.

Bastian and James, just for this game, flew thousands of miles from Paris, France to the mud bombardment, just to experience this game for the first time.

"They definitely used motion capture. ”

At the beginning of the plot, there is a real-time calculated cutscene, and Nanase Koi, who is taking care of the patient indoors, is helping the patient to the hospital bed and then leaving the ward.

And then, there was a suffocating cutscene for the two.

Nanase walked down the hallway, smiling and greeting the people around her, and the morning sun shone in through the window, illuminating the aisle ahead.

It seems to be just a cutscene, but in the eyes of the two insiders, the vivid expression, the natural walking posture, and even the lines and mouth shapes can match, as well as the lighting effect from the window......

What's even more terrifying is that this part is completely real-time calculus.

This part, in the eyes of the two, is simply showing off their skills.

It's just a small fragment, but the sheer amount of capacity and optimization it contains, it's absolutely amazing.

This part has indeed done a lot of optimization.

For example, the distant view outside the window, which looks like 3D, is actually 2D, but in this 2D, the method of layering is adopted, so that the image and tile fill will be displaced with the movement of the camera, so as to achieve an effect similar to the movement of the vista.

For example, the wall of the corridor is not filled with textures at all, but filled with color blocks, and then used commands to form textures, of course, if such a filling is too complicated, it is actually quite a CPU drain, but the texture itself consumes video memory and memory, in order to find a balance between the two in today's computers, this is very subtle.

Making games now is different from the future, and the performance of the machine has to be deducted. What's more, this game is still a PC game, and there are more things that need to be done in terms of optimization.

The development strategy of this game is to ensure the character first, and in the case of insufficient performance, give priority to keeping the character with the brightest camera in the picture intact, and then gradually turn off the special effects in other parts according to the player's system performance.

These optimization parts have been in production for a long time, and the whole optimization process has even taken about half a year.

But the current state is still not perfect, and can only be described as improvising - well, it may be that Senxia is more demanding.

The whole story of this game takes place in the small scene of "Hospital", so the amount of work is actually not very large, but the amount of thought spent on the characters is a lot, especially the live-action capture part, which is the last part after the rest of the game is done, but for this part, it took the entire production team three months - and it was overtime every day to finally complete.

And reality also tells them that their efforts have not been in vain.

The two "crooked nuts" in front of them were shocked at this time, and they almost stuffed their heads into the screen now.

Although this is a mouth game, the technology contained in it is absolutely unstoppable, and it can even be said to be cutting-edge.

"It's not like a little butter at all!"

If it were to be a different worldline, players might exclaim.

However, the two crooked nuts in front of them didn't have this idea, they just wanted to know how the production team made such a cool game.

In this game, the character will act according to the player's choices, and the direction of the plot is also controlled by the player, in the word game, the feeling of the plot being controlled is actually not as interesting as the feeling brought by the plot itself, but when it is converted into a 3D scene, the scene in front of you is really surprising.

Bastian understands Japanese, and although it is a little difficult to read the text, after adding voice and movement, the whole scene is very good.

"Wow!!"

However, the two big men discovered at this time that the essence of this game is not only that.

When the game progresses to the point of toppling the story, they discover the true essence of the game.

What scene, what light and shadow, what technology, when Nanase Ren took off the nurse's uniform, these two people had completely forgotten about it.

It's 3D! moving, small, yellow, oily!

And in fact, it's true, one of the most interesting things in this game is this dynamic work story.

In the past, the little butter, although there was also a workmouth plot, but that was at most a few pictures, a little conscience to make a difference for you, and a little sloppy, just use the text to pass it through.

But now this kind of scene is moving, although there are moving images in animation and film and television works, but they are all pre-set, how can this kind of player be able to control it by himself enough?

In fact, QuanticDream is also very enthusiastic about this little butter.

In the future world line, they even prepared a lot of toppling plots for their works, but unfortunately, in order to release them, this kind of plot in many places has been emasculated and deleted, and they can only play a side game.

The two of them were very excited, and it was not until after entering the time of the sage that they continued to talk about technology.

"It's incredible, this interactive feel, this use of cinematic lenses...... This is what the Order of the Phoenix said before about 'interactive movies'. ”

Bastian exclaimed.

"That's right. "James is British, but he works in France and both are people with great technical skills.

"I finally know why the Order of the Phoenix isn't showing images of this section publicly," James said. ”

Although it's showing off skills, this game is a mouth game after all, and if it is put on the press conference to explain, then the press conference of the Order of the Phoenix may become the biggest joke in history.

As for the games such as FATE in preparation, because there was no one in the bag, there was no way for the Phoenix Society to show it at that time.

But now, after seeing the real technology, the two people in front of them know that the concept of an interactive film mentioned at the press conference at that time is ...... It's really amazing.

The technology in front of you is very powerful, and it is the top level in the current industry, and if you can log in to the console platform provider and optimize it, the effect of the game may be further improved.

But for now, that seems unlikely for the time being.

- Because apart from Sega, there is really no game platform that has ceded 18X games on consoles, and even if there is, it is the so-called "18 push", not "18X".

In fact, the same is true of Senxia's Mithril platform. Let the game of 18X on Mithril, of course, this is not possible, although there is also this game on the Mithril platform, but like other games, it is harmonious with the mouth part.

Anyway, the plot and business model of this game itself can also support the content of the game, and there are also "unofficial" game patches in addition, so it's not bad.

But...... There is no so-called fruit patch on the console platform!

This TM is embarrassing.

"You see, the choices in these places are not so rigid, but through the action, the player can choose for themselves—" Bastian said to James, "Generally, the game's choice is to have a dialog box in front of the screen and then give the choice, but in this place, the player can choose by their own actions. ”

To put it simply, in the game, when the player's character is lost at the crossroads of life, the general game will give text choices.

"1, go to defecate," "2, go to pee" like this.

But in Senxia's system, this choice is not text, but the player chooses himself, they can go to the large and small, or they can choose to leave directly, and these parts will be smoothly connected to a real-time calculation animation, so that the whole game process is so smooth, as if you are really watching a movie.

"But the hair doesn't move—you see, it's molded here. ”

Senxia's game is not perfect, for example, the character's hair is like applying hair wax, and the whole hairstyle does not change.

No way, if you want to make your hair "silky", it's not a very simple thing, and if you want to make your hair really flutter, you definitely need special physical effects - and in fact, if you want to make hair and hair, in 3D, it's also a super big science.

Even after 20 years, it is not so easy to do a good job of the character's hair.

For example, the hairstyle effect in Tomb Raider, which can rise with the wind and is called "Head & Shoulders" by netizens, occupies a lot of system resources.

- But the advantage of Japanese animation is in 3D.

The hairstyles of Japanese animated characters and the hairstyles simulated by real people are actually completely different, and the characters modeled by real people, if they need to be realistic, then the hair must be one of the most difficult places to do, but if you make a Japanese animated image, the hair is much simpler - it's nothing more than a few large color blocks.

Of course, even so, Mori Xia didn't make a fuss about hairstyles here, so there were some places where there was a mold, which was also a thing that there was no way around.

In fact, light and dust, as well as some small objects with physical scripts, are also resource killers, such as the "PhysX" technology in many games, and when this technology is turned on, there will be many small objects in the work, such as maple leaves dancing in the wind, books placed on the table, or dust in the air, etc.

Why is it that in many 3D works, the streets are clean and tidy, and there are no small objects? Even if it is a dirty and messy environment, the mess is only the texture itself, not that there are a lot of independent and scattered garbage in the scene?

It's simple, because it doesn't consume resources!

Take the corridor scene that the two of them saw just now.

In that scene, the hallway was clean and tidy.

But at this time, if you add some small tables in the hallway, and then add some dust and light in the air, and then change the window to 3D, and then put a puddle of water on the lawn, then this picture ...... It is estimated that the card will explode.

The so-called optimization, in addition to the optimization of code and system performance, is actually a lot of the time, it is a little "castration" in places that players don't care about.

For example, reducing the texture resolution of the vista is reduced, or the scattered models are integrated into the scene, or some special effects that affect performance but have little impact on the image.

After some analysis, these two crooked nuts also discovered this.

They go back to the beginning of the game and find that the hallway is a great place to show off.

Because it is a corridor, the scene is not too complicated, and the empty and bright corridor can also make the hospital look new and clean.

These are advantages, not disadvantages.

Therefore, the working group on Senxia's side was able to tilt all the resources to the characters.

"They pay a lot of attention to the expressiveness of the characters and don't care much about the scenes...... This is a little different from the Lighthouse Country. ”

James muttered.

Unlike Senxia, on the Lighthouse Country, many places pay great attention to the expressiveness of the scenes in the game, and the scenes of a picture may be very beautiful, on the contrary, those characters may be ...... No more.

But how to say it, in the game in front of you, the characters in the picture are really the most important.

"Through small scenes, the characteristics of low resource utilization of the system, and then focus on tilting resources to the character...... Bastian also nodded.

What Sen Xia is doing here, the two of them have almost understood.

That's about it.

"Through small scenes, the characteristics of low resource utilization of the system, and then focus on tilting resources to the character...... Bastian also nodded.

What Sen Xia is doing here, the two of them have almost understood.

That's about it.

"Through small scenes, the characteristics of low resource utilization of the system, and then focus on tilting resources to the character...... Bastian also nodded.

What Sen Xia is doing here, the two of them have almost understood.

That's about it.

......

In fact, the technology is very big, here is just a brief explanation, there may be words that do not reach the meaning, don't blame......

Two in one, meow~

Remember the mobile version URL: m.