https://youtu.be/QRkjzA8hQqM?t=1278
上週在PAX x EGX 2020 Digital Foundry採訪了Dirt 5技術總監David Springate
在訪談中他提到,XSS開發非常簡單。
雖然記憶體較少,但XSS只需要2K材質,沒有問題。
看來1080P的市場會整個被XSS包下來了。
另外很多人不知道ZeniMax手上有遊戲串流技術Orion,與遊戲引擎整合,可以達到4K60,
應該也是收購原因之一。
原文逐字稿:
"To be honest, it's really easy [to develop for the Xbox Series S]."
"It has less RAM, there's less that you're going to be able to do, but are
you going to notice? If we put 4K assets in the Xbox Series X version and
they're not available in the Series S version, if the Series S version is
running at say 1440p, are you going to notice that those textures aren't
there? Does that matter? And is that really the experience that's aimed at
that person that has spent £250 buying a Series S?
In terms of development, it really just comes down to - we have higher
resolution texture packs that are available for the higher-end consoles that
can do that, and then we just dial back resolutions and sometimes things like
the amount of crowd or intensity of weather or shadow quality, things like
that, for the different platforms."
看到武當我再重複聽了好幾遍,我發現我超譯了。
他後面提到這套引擎可以透過簡單調整參數直接打造每個主機的版本,從逐字稿可以看到
他是為了"different platforms"去調整觀眾,天氣效果與陰影,而這裡指的是本世代。
而在前面他有提到,XSS就是XSX,只是跑在2K解析度而已。