![]() #INSOMNIAX MACBOOK PRO HEAT ISSUES PC#There’s all these little avenues to explore, but that’s also kind of the fun of PC development. It certainly makes it a little harder to stay focused. We have QA across a wide range of machines, and we leverage external groups to test an even wider ranges of systems and make sure that things perform and run well on those. On PC, though we have developers on different kinds of machines, and focusing on particular features that are important for a subset. With consoles, you can really just focus on the one experience. J.K – I think it’s an interesting comparison because we’ve done console development in the past and we currently have some console projects underway as well. What are some of the different challenges that come with developing a game on PC where there’s tons of different potential specs or monitors in comparison? The console environment is very closed in in terms of specs. I think it’s important to try to meet as many of those needs as possible. Sometimes in the past, people might have asked me the question: “what percentage of player has that monitor?” Well, maybe that’s something like 5%, and these other things also might only be 5%, but it’s important that we please all those groups, right? That’s why they’re playing on PC and make use of their special hardware. We feel it’s really important to try to cater to all of those on the low end, and on the high end. Jurjen Katsman (Nixxes) – I think for me, what is really important on PC is lots of little things, right? There’s a lot of different players on PC with their own special interests and needs. ![]() But from controls to configurability to high end graphics features and things like that, we wanted to make sure we were delivering what people would expect on PC. Of course, that’s where Nixxes came in with all their expertise there. Also to embrace the PC gaming environment and fundamentals that people are expecting and hoping for. Mike Fitzgerald (Insomniac Games) – Our main goal was to reach a whole new audience of players that hasn’t had the opportunity to play the game. What Were Some of the Immediate Improvements and Opportunities You Saw When Porting Spider-Man to PC? We got to chat about what they hope to achieve with the port, working with new hardware, and expanding to a new audience. Spider-Man Remastered for PC is fast approaching its launch on August 12th, sporting all new PC-specific features and a content-complete experience for a whole new audience to sink their teeth into.Īhead of launch on Friday, we got to sit down with core technology director at Insomniac Games, Mike Fitzgerald, and founder & senior director at Nixxes, Jurjen Katsman. Furthermore, the remastered version will offer a bunch of customisation options, including SSAO, texture filtering, LoD quality, shadows, and more.Amid the constant flurry of PlayStation exclusive ports to PC, there’s one web-head that always seems to avoid making the jump – until now, that is. You can also play Spider-Man on a setup of three monitors with the support of Nvidia Surround multi-monitor setups. Then, there is support for ultrawide (21:9) and panoramic (32:9) monitors. Both the Nvidia DLSS and DLAA are supported. The reflections are available in different quality levels, but the new higher-quality reflections offer more detail when Spider-Man is swinging or fighting crime in the game. One of the biggest additions to the Spider-Man Remastered is the support for higher-quality ray traced reflections for those with supported hardware. ![]() Now, Spider-Man's developer Insomniac, who has been working with Nixx games to port the PlayStation game to PC, has released the details about the game. ![]() Marvel's Spider-Man Remastered is coming to PC on August 12, and the remastered version was said to come with some PC-specific features. ![]()
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