Chapter 723 The level of authenticity has risen by a notch
In the gaming industry, many designers are also discussing how the so-called "cg-general game scene" is done.
Especially some S-level designers, they have a very good understanding of the performance of the current VR game cabin, so they are also very clear about what it means to increase the current game picture to a higher level.
There are already some highly realistic masterpieces on the market, especially those from major European and American manufacturers. They have basically fully explored the performance of the VR game cabin. Without the explosion of technology, why should Chen Mo improve the screen level of the existing game to a higher level?
"I feel like there are many gimmicks, right? Or did Chen Mo cut corners elsewhere?"
"What's so complicated about this? It's actually very simple. Just concentrate performance. Divide the game process into many miniature small levels. Each time, the entire performance of the game cabin is called to show only one small level, and the art quality will definitely improve."
"That means...every time you enter a small level, it will be loaded? Then what is it called the 'Daoshima', it's called 'Duzhema'..."
"Look, this is what you don't understand, this is the gimmick, this is the differentiation! Can you do this seriously as you did the previous method? "
Many designers have roughly guessed Chen Mo’s approach, which is nothing more than focusing on performance to make small levels!
Obviously, with the current limited technical level, it is the only way to improve the picture level.
In the parallel world, games are transferred from the TV screen to the game cabin, and the details required to be displayed are also improved in a geometric manner. Therefore, although technology has improved, it is still a relatively laborious task to build a large enough world in the VR world.
Moreover, the current European and American giants are more popular with open world games. Many players think that the bigger the world and the richer the content, the more fun the game will be.
The traditional "one way to the dark" (one-blog) game has become increasingly unpopular due to its relatively single game experience.
Players prefer to explore freely without restrictions, or at least make them feel like they are exploring freely.
The bigger the game world, the more VR game cabin performance it consumes when running, so even the open game of European and American giants has the ultimate picture performance.
Many designers speculated that Chen Mo must have completely deviated from the open world design concept and used the way of breaking down the player's gaming experience to improve the quality of the picture to the extreme level.
Many designers still disagree with this. After all, progress bars are disgusting for players, but for designers, they are things that they try their best to avoid.
Chen Mo's actions are considered to be driving a reversal. Can he really win the favor of players?
...
...
Chen Mo is looking in the mirror at this time.
But not in reality, but in the game.
At this time, he was Nathan Drake, looking at the mirror in the bathroom, and automatically poses various poses according to the system settings.
Nathan Drake's family scene has been completed, and there will be a relatively important plot between him and Elena here.
In the mirror is Nathan Drake's face, and the imitation is very high. Chen Mo had an illusion that he could see the pores on his face very clearly.
Of course, those are not real pores, but just a higher-end skin-type sticker, making the characters in the game more like real people.
He really wanted to scratch his hair because those hairs really looked like real hair.
Including the sweater Nathan was wearing, it even made people feel the urge to knead him.
In fact, from the art level, it is not too difficult to make a game of this level, but the performance consumed in the game is extremely terrifying.
Of course, no matter how real this seems, it can still be clearly distinguished that this is a game. After all, players cannot make any moves as they wish, and can only operate within the limitations of the game mechanism.
Chen Mo came to the sofa and half lying on it.
The surface of the sofa was crushed slightly. After the performance of Pangu engine, the sagging feeling was very real, which made Chen Mo very satisfied.
When he arrived at the refrigerator, Chen Mo opened the refrigerator and took out a can of drinks from it.
While wandering around the room, I was drinking a drink.
While passing by the trash can, Nathan Drake threw the drink into the trash can.
This action is automatically triggered by the system, and there are many details like this in the game.
Including the characters' habitual movements, walking, sitting and lying postures, they are all exactly the same as Nathan Drake.
In the game, the player is "playing" Nathan, so all habits and actions are subject to Nathan.
Chen Mo hopes that these very detailed actions can better bring players into Nathan Drake's life, observe everything around him from his perspective and habits, and subtly create a sense of substitution.
Sitting down in front of the TV, Chen Mo controlled Nathan Drake to pick up the handle in front of him.
In the original work, Nathan picked up the handle of ps1 and played several plays of "Crash Wolf" on it. In the version developed by Chen Mo, it was replaced by stih.
Although this feeling is a bit inconsistent for Chen Mo, Sony and Nintendo may not happen until the end of the world.
But for players in this world, they just smiled knowingly. After all, this is all about Thunder Interactive Entertainment.
Just think it was an advertisement for Stih.
Chen Mo stood up from the sofa and came to the loft of his residence.
Here are some collections from the first three episodes of the Uncharted Seas series, all collected by Nathan Drake during his adventures.
If players have played the previous work of "Underworld", these collections are some emotional elements that will make old players smile.
But players in the parallel world have never played the previous works, but it doesn't matter. Just think it's a suspense. When the first three DLCs are released in the future, this will be one of the motivations for players to continue to buy.
Chen Mo took a skull and put it in his hand to play with it.
In the game, players can use Nathan's hands to carefully observe many things, including souvenirs and some notes, etc., and can reverse them at will according to their own will to view any location of the souvenir.
A very slight touch came from my hand, as if I was really pinching something.
This touch was carefully adjusted by Chen Mo. Depending on the objects you hold, there are also slight differences in the touch of the hands, which gives the player a more realistic feeling.
Chen Mo walked around the room twice, checked all the details before leaving the game cabin.
"How is it, store manager?" Qian Kun asked excitedly.
Obviously, the game he made now also made him feel very amazing.
Chapter completed!