Pockey
L13: Maniac
- Seit
- 7 Aug 2019
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Are there any noticeable differences between the PlayStation 4 and PlayStation 5 versions of the game? Has this cross-generation development process proven to be limiting in any way?
Mathijs de Jonge: On the PlayStation 5, we can add so much more detail graphically. We can see the tiny hairs on Aloy’s face, for example. You can also see a ton of detail from far away.
I don't think many people notice in the demo, but you could see moss growing on the rocks. On the PlayStation 5, each individual strand of moss is rendered individually. So this machine is so powerful, and it can add so much more detail to the image. I think that's one of the biggest deltas, next to the processing power of the machine. We also use it for a specific lighting rig. This is a cinematic lighting rig that we normally only have time to use in cinematics. Because the PlayStation 5 is so much more powerful, we have it on all the time. During gameplay, there's a very high-quality rendering and lighting system on a lot. So there are all these extra features that make the game look even better.

PlayStation Studios |OT20| Press □ to destroy C H A O S OT
this says a lot Here. Again most of these games designs were decided in pre-production which probably was in 2017. but they are now adding a ton of shit that not possible like moss growth, new lighting etc. anyone expecting massive gameplay changes in these games it’s no different than last...
How are you making use of the console’s ray tracing tech?
Mathijs de Jonge: We use ray tracing technology for a lot of things in the game. We use it for the sound engine, for the physics and for the rendering. So we use a variety of technical setups, in terms of ray tracing.

Interview: Horizon Forbidden West's creators promise a highly ambitious sequel
Will Aloy finally get to fly on a machine? We talked to the creators of Horizon Forbidden West to find out.
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