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Northlight technology in Alan Wake 2

456 点作者 vblanco超过 1 年前

25 条评论

kevingadd超过 1 年前
Considering their size (a few hundred people for the whole studio AFAIK), Remedy consistently punches above their weight when it comes to graphics. Off the top of my head only Remedy and CD Projekt Red are able to compete with the big dogs (Unreal, Unity, EA Frostbite) when it comes to image fidelity and performance. Their GDC&#x2F;siggraph&#x2F;etc presentations are fantastic for anyone interested in computer graphics or technical art.<p>Alan Wake 2 is easily one of the most beautiful (from a technical perspective - IMO also from an artistic one but that&#x27;s a 100% subjective thing) games ever released and it still looks good even when you turn all the settings down, which is a true achievement. It&#x27;s hard to make a game scale down to older hardware while still looking good.<p>Though as commentators like Digital Foundry have noted, the game runs really badly if your GPU doesn&#x27;t support Mesh Shaders (they mention the use of those for culling in the article). Mesh Shaders in this case enable a lot of really smart culling and dynamic level of detail so that things like coffee cups or tires can be perfectly round without having the &#x27;every NPC has 10k-poly teeth in their mouth&#x27; problem that&#x27;s currently sabotaging Cities Skylines 2&#x27;s performance, and this is one of the big advantages offered by Unreal 5&#x27;s Nanite.
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SirMaster超过 1 年前
In the first example it&#x27;s still really jarring how much their feet slide around on the ground, or sliding in place as they walk into an object without moving. I wonder when this will ever be solved.<p>Don&#x27;t get me wrong, the engine is incredible and the visuals and systems are some of the best we have seen.
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holoduke超过 1 年前
Its refreshing to see something different than another unreal engine based game. It must be extremely challenging to have your own inhouse engine. The engine is one thing. The tooling to build levels, animations etc is maybe even harder. I guess it also gives some advantages. More control over low level architecture gives you more opportunities to optimize. Harder with a all purpose engine like Unreal. Cant wait to play this game.
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simbolit超过 1 年前
Love the tone of the article.<p>Example:<p>Our marketing folks would say the characters are more responsive and lifelike than ever before; our internal dev notes described it as &quot;the characters won&#x27;t bump or get stuck into objects in tight spaces&quot;.
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rickstanley超过 1 年前
I would love to know how they feel today about using D in their ecosystem, that is, if they still are, and see what challenges they have faced during AW2 development.<p>For reference:<p>- Using an Emerging Language in Quantum Break (<a href="https:&#x2F;&#x2F;ubm-twvideo01.s3.amazonaws.com&#x2F;o1&#x2F;vault&#x2F;gdceurope2016&#x2F;presentations&#x2F;Watson_Ethan_D_Using_an.pdf" rel="nofollow noreferrer">https:&#x2F;&#x2F;ubm-twvideo01.s3.amazonaws.com&#x2F;o1&#x2F;vault&#x2F;gdceurope201...</a> );<p>- DConf 2016: Quantum Break: AAA Gaming With Some D Code -- Ethan Watson (<a href="https:&#x2F;&#x2F;www.youtube.com&#x2F;watch?v=7YjLW7anNfc">https:&#x2F;&#x2F;www.youtube.com&#x2F;watch?v=7YjLW7anNfc</a>).
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spywaregorilla超过 1 年前
the team behind some of the best content on the unreal marketplace did work on this game iirc.<p><a href="https:&#x2F;&#x2F;mawiunited.com&#x2F;" rel="nofollow noreferrer">https:&#x2F;&#x2F;mawiunited.com&#x2F;</a><p>Wonderful content. I hope we see more shops like this building content for ue5
soulbadguy超过 1 年前
I find it interesting that they switch to using lualu from roblock as the scripting environment.<p>I am always curious why so many games techs use Lua for scripting. Especially when designed from scratch
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Archelaos超过 1 年前
Somehow the movement of the characters feels still quite uncanny to me. In the video about the &quot;voxel-based character controller&quot; the walking looks more like gliding. And in the first few second in &quot;NPC locomotion&quot; the walking just does not seem right. I think it is the fact that each step looks exactly the same and everyone uses the same step size. So the character are awkwardly tightly coordinated. One can see more variety later in the video, when the characters change individually between walking and running. That looks much more realistic. -- I wonder what makes it so difficult to generally achieve more variety in the movement details.
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LarsDu88超过 1 年前
Wait, so they have an ECS game engine with a AAA renderer and nanite-like tech along with a lua based scripting engine and Hollywood level facial animation?<p>They should release the engine. It&#x27;s a solid competitor to Unreal (more scalable due to ECS, easier to write with Luau)
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beefsack超过 1 年前
ECS architectures are used in a number of young open source game engines, such as Bevy[1]. I haven&#x27;t done game development for a long time, but hearing about an architecture that does away with the heavy and complex OOP you often see in games makes me want to dip my toes in again and check it out.<p>[1]: <a href="https:&#x2F;&#x2F;bevyengine.org&#x2F;" rel="nofollow noreferrer">https:&#x2F;&#x2F;bevyengine.org&#x2F;</a>
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fennecfoxy超过 1 年前
I meeeeeean: <a href="https:&#x2F;&#x2F;www.youtube.com&#x2F;watch?v=L5KOQkZOusE">https:&#x2F;&#x2F;www.youtube.com&#x2F;watch?v=L5KOQkZOusE</a> Following on from the old <a href="https:&#x2F;&#x2F;www.youtube.com&#x2F;watch?v=cTqVhcrilrE">https:&#x2F;&#x2F;www.youtube.com&#x2F;watch?v=cTqVhcrilrE</a><p>Seems Alan Wake still has a bit of foot sliding. I wonder if they&#x27;re still essentially playing an animation while moving the character &quot;object&quot; in a direction.<p>Surely someone&#x27;s already come up with a system where the character object isn&#x27;t directly moved but instead moved in relation to an anchor, ie anchor foot to ground, taking a step naturally moves the character, now the foot in front anchors to the ground as the foot behind lifts.<p>Done this way it would be cool to simulate slippery surfaces along with the ml animation models to get interesting &quot;scrabbling for grip&quot; effects like you see in the BD robots whenever they&#x27;re kicked&#x2F;on ice.
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jebarker超过 1 年前
I always think glimpses of the custom tools used in game dev are really cool. I work in large scale ML systems and I wish there was similar effort put into tools for observability and debugging of neural networks.<p>I&#x27;d be tempted to work on game dev tooling one day if there were more remote work opportunities.
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Asooka超过 1 年前
Man, all these graphical enhancements and they still can&#x27;t design a proper camera. Off-centre camera systems, aka &quot;over the shoulder&quot; cameras make me motion sick. I <i>need</i> the player to be in the centre of the screen or everything feels lopsided. By all means, do the RE4 zoom thing when the player aims a gun or similar, but while moving the camera should be horizontally centred. Halo tried something similar with giving the crosshair a vertical offset and while it didn&#x27;t bother me personally, a lot of people complained it made them sick, so they added an option to move it back. The visual system in a lot of folks really doesn&#x27;t like being off-centre compared to the body it&#x27;s tasked with moving.
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debugnik超过 1 年前
Yet another team that switches to Luau for scripting; they even made their own VS Code extension.<p>I gave Luau a try recently but the syntax for external type declarations is undocumented and unstable, which made it awkward to test properly, and the available VS Code extensions default to a Roblox environment until you mess with their settings.<p>So mixed feelings for now, I guess this is why they built their own tooling for it.
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d--b超过 1 年前
The rendering is really impressive. Character animation is not great. It&#x27;s really an area where video games need to improve. Hopefully AI will help...
vagab0nd超过 1 年前
&gt; Reworked NPC locomotion<p>I wish Cyberpunk 2077 had this. It&#x27;s a very immersive game but man did those weird&#x2F;glitchy NPC movements take me out of it.
pragmatick超过 1 年前
The page is impossible to zoom. In my firefox the view doesn&#x27;t change at all when I zoom out or in and on Chrome it only changes minimally.
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Pr0ject217超过 1 年前
I want to read it, but I don&#x27;t want any spoilers (or, remove any surprise). I&#x27;ll check it out after I&#x27;ve played the game!
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Cloudef超过 1 年前
When will northlight integrate libsm64 support?
belalebrar超过 1 年前
Man I CANNOT wait to play this game.
redder23超过 1 年前
I wonder if Alan Wake 2 would be possible in Unreal Engine 5. And look similar. Its a bit ironic because it was actually sponsored my Epic Games.<p>The lightning is really gorgeous in the game and as always I think raytracing is not really worth the performance impact if. The game looks almost the exact same without.<p>I wonder if you could tune the lightning in UE5 to look like that, I always wonder how much of a games looks is actually the engine and how much is just the art direction and the devs skills to get out of the engine what they want.<p>I think the game itself was rather disappointing. Too much walking sym, combat was downgraded and less fun, made worse by too few save points at times so you fear to die to not get annoyed to do sections over and over again that makes you hesitant to play on hardest difficulty.<p>Conclusion wall is way to basic and simple you can just quickly trail and error it. And it FORCES you to advance things on the wall that are clear anyway. I had it only one time where I left it for a while and when I look back into it she was like &quot;we already got this&quot; and put on a bunch of cards automatically, but generally speaking you need to advance it all the time. There is one situation, there is a place, where a reviewer passed by countless times and it turns out the key item you need ONLY appears when you advance the wall. Kind of stupid game design.<p>Its a movie game mostly, a &quot;press button to advance story&quot; game. The first was like that as well but I think it had better and more gameplay, better pacing that was actually fun.<p>Writing was obnoxiously pretentious and dragged on for too long. After 10 hours the same Alan Wake tropes get repeated over and over again and the game ends is a cliffhanger to shill some DLC. Really makes me loose my last bit of faith in the gamers, I already do not trust game &quot;journalist&quot; anymore for a long time but I at least could rely on userscores in the past, this game is like praised into high heavens by everyone for no reason. The best think it has to offer is graphics but they to not make for a good game.<p>There are large areas in the game the story does not even lead you though, just some stupid collectibles and these boxes with stuff you do not need. I did not even find the crossbow and did not care to look up where to find it, just had a bunch of arrows. I think the game got many people a boner because of the graphics and their brain shut off. The actual game is actually not that good.<p>And not to forget now how insanely woke the beginning of the game is, thanks to Sweet Baby Inc. they hired to rewrite the game with some woke trash dialog in the beginning and of course the race swap of Saga who was written a white Fin women. Her self made sweater does not fit her at all. 0.5% of Finnish women are black but hey DIVERSITY so they could just keep the story and hot two birds with once stone. My issue is not that she is black, my issue is that she was FORCED in by a company that should not exist, accompanied with woke cringe dialog. Because Remedy does not really care but is taken over by the woke mind virus. If they come up with a original story with a black lead they write themselves I am all for it, but not like this. But nobody cares and I am going to get downvoted for this, I know how it goes.
squidsoup超过 1 年前
Technical achievements aside, this game is delightful, particularly if you&#x27;re a fan of Twin Peaks or scandi noir. Highly recommended if you have a penchant for the weird or macabre. A milestone in interactive storytelling.
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antiterra超过 1 年前
&gt; &quot;the characters won&#x27;t bump or get stuck into objects in tight spaces&quot;.<p>After playing the first ‘boss’ in AW2, this is an amusing claim to read. The controls and environment interaction are maddening.
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throwaway879423超过 1 年前
Am I the only who have no interest in graphics fidelity, but would like to see more physics engines created to play with? Like a fully destructible world would be fun.
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mcbrit超过 1 年前
From the first few sentences of the article:<p>&quot;ECS meant that iteration was quick because adding new or modifying existing systems or game objects was easy, and performance gains were clear when saving and loading the Case Board.&quot;<p>and there&#x27;s an accompanying screenshot with perhaps 20 objects on a case board.<p>I scanned through the rest of the article with one question in mind: what the hell? ECS is not a solution to putting 20 photos on a case board. You&#x27;re pushing 100Ks or Ms of objects and need performance and are willing to suffer for performance = ECS. Not this.<p>So, despite world class developer, I did not find the article credible. The main cause of the lack of credibility is the author of the article did not anticipate the reader glancing at the case board and the ECS claim and saying: bullshit. Alternatively, they did anticipate the claim, and were told to ship the article anyways.
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