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The City Sample is made up of billions of polygons from tens of thousands of objects placed throughout the world. Nanite makes it possible to use film-quality assets in real-time with little to no additional setup other than enabling Nanite on the Static Mesh. It's even possible to drop a high-polygon ZBrush sculpt directly in game.
In games with a dynamic time-of-day system or like City Sample where you can change the lighting dynamically, scenes can easily be under or over-exposed in parts of the rendered image. Take for example the scene below, the sun lit area is very bright and the area under the bridge, without using Local Exposure adjustments, is very shadowed. Local Exposure helps achieve more consistent results when carefully crafted lighting per-scene is not feasible, like in City Sample where players can explore the environment at will.
When Epic games developed The Matrix Awakens, it was known that the project would be an open world city that would need to be fully detailed and very large. This project is using many new features of Unreal Engine 5 and at the time of its development, it was known that many other departments would be creating content and they would need to be able to simultaneously work together. The relatively small size of the environment team and the amount of detail being targeted for the project meant two things: Nanite would remove typical polygon budget limits, and modular assets would be needed that could be instanced thousands of times across the world.
Developing games with large, open worlds in mind requires dividing the map into many smaller sections that can be loaded and unloaded as the map is traversed. Loading a multi-kilometer area all at once and having it populated with objects isn't always possible. Development tools in the past have required developers to manually divide their Levels into sublevels and carefully manage when they are streamed in and out. Viewing sections of the world in context with each other could often be difficult.
Using Drone mode while in-game, you can see hundreds of crowd characters. The closest ones are fully rigged and animated MetaHuman characters, and the more distant ones are custom generated, vertex-animated Static Meshes generated from the MetaHumans.
In addition to all the tools that give you freedom in visuals, game mechanics, and building open worlds, Unreal Engine 5 also allows greater control over your game's audio with MetaSounds.
In the first guide you will use Houdini to setup and generate procedural data used to create your own city with its own road network, freeway system, building zones, and more. The data exported from Houdini is then used in the second guide to populate and build your city using Unreal Engine tools and features.
Once you've got your spec sorted, it's time to tinker with the many graphics settings available in Borderlands 3. Here's a complete list of the in-game visuals options on PC, so you can plan ahead for your ideal setup, adjusting everything from Vertical Sync and Field of View to Ambient Occlusion and Screen Space Reflections. With all these visual options at your disposal and the freedom to adjust them to your liking, your PC can deliver the best Borderlands 3 experience possible.
However, not since the otherwise spiffy No-One Lives Forever has a game suffered from such dull, turgid, drawn-out interruptions to game play. All are displayed using the game's uninspired graphics, in which ridiculously polygonal characters open and close their mouths in bland mid-distance shots while dialogue is played. It's often difficult to work out what's actually going on in them, and who's meant to be who. None of the film's tension is carried over to the cutscenes, which, instead of advancing the plot, suck away any glimmerings of tension as effectively as the very voids of space itself.
Die Hard: Nakatomi Plaza attempts to add a couple of minor innovations to the standard FPS setup, but both end up being rather pointless. As well as a health bar you have to account for stamina and morale. Your stamina falls as John runs, jumps and otherwise exerts himself, and once depleted he can't do any of that stuff anymore. Unfortunately, stamina hardly ever comes into play during shootouts, where exertion consists mostly of leaning slowly from behind a wall, and instead kicks in when you have cleared the level but are running around looking for the way out. Its main function, then, is to slow down gameplay. The morale bar drops as you take damage and find yourself in dire straits, and has no perceivable effect whatsoever. Compliments, though, on the complete absence of jumping puzzles, which are never a good idea in games that don't let you see your feet.
The are peaks and troughs to performance as you thwip through different parts of the city, and you will probably see FPS inconsistencies as you transition between narrow alleyways to sprawling rooftop views. Them's the breaks with open world games, though, and for what it's worth, framerates are generally more stable on the most recenmt patch than they were when I first played the game last week. Similarly, the few graphical glitches and crash issues I bumped into have been almost entirely cleaned up. The game still sometimes freezes when changing the graphics preset option, but that's hopefully a simple fix.
Provided that you have at least an NVIDIA GeForce 8800 GT graphics card you can play the game. But, according to the developers the recommended graphics card is an AMD Radeon HD 7750. You will need at least 5 GB of free disk space to install Distance. Distance system requirements state that you will need at least 4 GB of RAM. To play Distance you will need a minimum CPU equivalent to an Intel Core 2 Duo Q6867. Whereas, an Intel Core i5-4400E is recommended in order to run it. 2b1af7f3a8