Anfang Juni hatte das japanische Entwicklerstudio Square Enix eine aufpolierte und optimierte PS5-Version von Final Fantasy VIII Remake mit der Zusatzbezeichnung "Intergrade" veröffentlicht. Im Vergleich zur PS4-Version konnte die neue Version im Grafik-Modus eine 4K-Auflösung und im Performance-Modus eine FPS von 60 aufweisen können.
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Das Team hinter der offiziellen Webseite der Unreal Engine konnten jetzt ein Interview mit Co-Director Naoki Hamaguchi, Lead Rendering Programmer Shuichi Ikeda und Lead Technical Programmer Tomohito Hano durchführen und haben im Zuge davon einige Optimierungsprozesse und weitere Details zur PS5-Version beziehungsweise der Plattform erläutert. Das Interview ist in englischer Sprache gehalten und kann hier eingesehen werden: Klick mich!
In the PlayStation 4 version, we had to forgo using a higher-quality format and high-resolution textures due to memory and disc capacity restrictions. However, we still didn’t have enough disc capacity with FINAL FANTASY VII REMAKE INTERGRADE to include a high-quality format and high-resolution textures.
And so, we integrated Oodle Texture [Compression], and by using it in combination with Oodle Kraken, we were able to achieve a smaller file size on the PS5 version, even taking the higher resolution textures into account.
Plus, the increased memory compared to PS4 and the improvement of the Non Streamable Mip Map, which ties into the response of the aforementioned question, also helped to load textures.
We were also able to use more high-resolution light maps, which improved the accuracy of the lighting.
And so, we integrated Oodle Texture [Compression], and by using it in combination with Oodle Kraken, we were able to achieve a smaller file size on the PS5 version, even taking the higher resolution textures into account.
Plus, the increased memory compared to PS4 and the improvement of the Non Streamable Mip Map, which ties into the response of the aforementioned question, also helped to load textures.
We were also able to use more high-resolution light maps, which improved the accuracy of the lighting.
With PS5 having an SSD, I/O speeds were no longer a bottleneck. Instead, time slicing and CPU load became the causes for longer load times.
Because of that, we improved the load flow by doing things like putting in unique serialization so that it would lessen the load during deserialization in areas especially prone to bottlenecks. Through these efforts, we were able to go from approximately 12 second load times down to six.
Because of that, we improved the load flow by doing things like putting in unique serialization so that it would lessen the load during deserialization in areas especially prone to bottlenecks. Through these efforts, we were able to go from approximately 12 second load times down to six.