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Gamereactor Nyheter Dead Island 2
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GRTV: Dead Island 2 presser Unreal Engine 4

Design-sjefen hos Yager, Bernd Diemer, forteller oss om utviklingen av Dead Island 2 og strør rundt seg med anekdoter om designvalg, funksjoner og det overordnede konseptet for det kommende zombieeventyret. Blant annet fikk vi…
Tor Erik Dahl 22 august 2014

Design-sjefen hos Yager, Bernd Diemer, forteller oss om utviklingen av Dead Island 2 og strør rundt seg med anekdoter om designvalg, funksjoner og det overordnede konseptet for det kommende zombieeventyret. Blant annet fikk vi vite at Yager var blant de første til å satse på Epics nye grafikkmotor Unreal Engine 4 og hvordan dette har påvirket utviklingen.

"We built LA and it was super big. You know level designers, if you don't watch them levels grow. That's what they do. Then we looked at it and we had this really super annoying bug that the player would fall through the world. Randomly. You know you are walking around and all of a sudden you fall through the landscape into eternity. Our guys couldn't find what was wrong with it. You know it happened sometimes, sometimes it didn't. And then we finally started talking to Epic and said ' hey dudes, we have this weird error, falling through the world' and they said 'hmm, we've never seen that before. Let us take a look'.

We gave them a build and one of their guys looked at it and met with our guys and then they said 'actually, what's happening is we have a limit of half a million physicalised entities in the world and you guys are passed that'. And then we said 'can we have more, please?' and then back and forth Epic and our guys did deep metrics shit. That's the proper scientific term. And talked to Nvidia cause it was related to GPU as well and now we can have more."

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