luca_29_bg
Member
you can find much more here http://www.dualshockers.com/2014/03...nd-new-details-on-the-engine-emerge-from-gdc/
"We learn that work on The Order: 1886 began in early 2011, and it originally only had two graphics programmers. Now the team has five. The game employs a total of about 100 developers.
The latest version of the in-house engine used by Ready at Dawn is compatible with DirectX 11 and PS4, but its heavily geared towards PS4, and it includes physically based rendering from the start. it also involves fine-grained task scheduling, Low-overhead, multithreaded command buffer generation and relies on the PS4 Secret Sauce (no, Im not inventing this one)."
The memory is allocated in the following way (MiB doesnt stand for Men in Black but for Mebibyte, which is pretty much an equivalent of a Megabyte used in technical literature):
2 GB textures budget
128 MiB sound budget
700 MiB level geometry
600 MiB character textures
250 MiB global textures (FX, UI, light maps, etc..) -Even characters have lightmap data
700 MiB animation
We also learn that Environmental art is mapped at 512 pixels per unit and standard environment tiling textures are 1024×1024 pixels.
More (and very technical) information can be found directly on the slides of the panel, that can be downloaded here http://mynameismjp.files.wordpress.com/2014/03/rad_gdc_2014.pptx
The slides also includes some extremely interesting pictures, starting with an environment in four different lighting conditions:
"We learn that work on The Order: 1886 began in early 2011, and it originally only had two graphics programmers. Now the team has five. The game employs a total of about 100 developers.
The latest version of the in-house engine used by Ready at Dawn is compatible with DirectX 11 and PS4, but its heavily geared towards PS4, and it includes physically based rendering from the start. it also involves fine-grained task scheduling, Low-overhead, multithreaded command buffer generation and relies on the PS4 Secret Sauce (no, Im not inventing this one)."
The memory is allocated in the following way (MiB doesnt stand for Men in Black but for Mebibyte, which is pretty much an equivalent of a Megabyte used in technical literature):
2 GB textures budget
128 MiB sound budget
700 MiB level geometry
600 MiB character textures
250 MiB global textures (FX, UI, light maps, etc..) -Even characters have lightmap data
700 MiB animation
We also learn that Environmental art is mapped at 512 pixels per unit and standard environment tiling textures are 1024×1024 pixels.
More (and very technical) information can be found directly on the slides of the panel, that can be downloaded here http://mynameismjp.files.wordpress.com/2014/03/rad_gdc_2014.pptx
The slides also includes some extremely interesting pictures, starting with an environment in four different lighting conditions:
![TheOrder1886-GDC-4-670x376.jpg](http://cdn2.dualshockers.com/wp-content/uploads/2014/03/TheOrder1886-GDC-4-670x376.jpg)
![TheOrder1886-GDC-3-670x376.jpg](http://cdn2.dualshockers.com/wp-content/uploads/2014/03/TheOrder1886-GDC-3-670x376.jpg)
![TheOrder1886-GDC-2-670x376.jpg](http://cdn.dualshockers.com/wp-content/uploads/2014/03/TheOrder1886-GDC-2-670x376.jpg)
![TheOrder1886-GDC-1-670x376.jpg](http://cdn.dualshockers.com/wp-content/uploads/2014/03/TheOrder1886-GDC-1-670x376.jpg)