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Northlight technology in Alan Wake 2

remedygames.com

81–90 of 274 posts

Re: Northlight technology in Alan Wake 2

#81

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. For reference: - Using an Emerging Language in Quantum Break ( https://ubm-twvideo01.s3.amazonaws.com/o1/vault/gdceurope201... ); - DConf 2016: Quantum Break: AAA Gaming With Some D Code -- Ethan Watson ( https://www.youtube.com/watch?v=7YjLW7anNfc ).

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Re: Northlight technology in Alan Wake 2

#82
post #2

Love the tone of the article. Example: Our marketing folks would say the characters are more responsive and lifelike than ever before; our internal dev notes described it as "the characters won't bump or get stuck into objects in tight spaces".

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Re: Northlight technology in Alan Wake 2

#84
post #3

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/siggraph/etc presentations are fantastic for anyone interested in computer graphics or tech…

> without having the 'every NPC has 10k-poly teeth in their mouth' problem that's currently sabotaging Cities Skylines 2's performance Sad to see an otherwise good comment end with a misconception. The problems with the performance is much grander than just "teeth rendered but not visible" ( https://blog.paavo.me/cities-skylines-2-performance/ ), although I guess it's a illustrative point. Missing LODs and lack of cu…

"Teeth rendered but not visible" is just saying "missing lods and lack of culling" in a rhetorically more effective way. I don't think anybody thinks it's the teeth specifically causing the perf issues, they're merely a concrete example.

Re: Northlight technology in Alan Wake 2

#85

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.

The game "The Finals" has an impressively destructible world, and good quality graphics to boot. It just completed an open beta period, but will return soon for a full release.

Re: Northlight technology in Alan Wake 2

#86
post #6
post #3

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/siggraph/etc presentations are fantastic for anyone interested in computer graphics or tech…

Remedy has 360 employees. CDPR has 1236 employees. DICE (makers of Frostbite) has 714 employees. Epic has 2200 employees (before the recent layoffs). all numbers from Wikipedia.

Frostbite is its own sub-company within the E.A umbrella. While Frostbite is used by the titles from DICE and we share parts of our offices, the two companies are rrally distinct for a couple of years now.

Frostbite had roughly 300 employees when I joined 2 years ago.

Re: Northlight technology in Alan Wake 2

#87
post #3

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/siggraph/etc presentations are fantastic for anyone interested in computer graphics or tech…

You don't exactly need Mesh Shaders or any other state-of-the-art techniques to cull 99% of C:S2's polys. Just some simple stuff that games have done since the 90s.

Re: Northlight technology in Alan Wake 2

#88
post #70

Earlier quoted context omitted.

My reason for refusing to give the Epic store money is pretty simple: Paid exclusives are bullshit. Especially when they're used as fodder to promote "competition", when such things are anything but.

That’s fair. I view it as just business. It certainly doesn’t affect me or any consumer. It only affects Valve, which I don’t care about. Maybe valve should pay developers more. Epic takes far less than steam does from developers, so I definitely understand the appeal to developers.

It does effect you. Its a reduction of choice that benefits no one.

And since there's a vastly bigger audience on Steam vs the Epic Store, I don't really think that split matters as much as people would have you believe.

Re: Northlight technology in Alan Wake 2

#89

Yet another team that switches to Luau for scripting; they even made their own VS Code extension. 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. So mixed feelings for now, I guess this is why they built their own toolin…

> but the syntax for external type declarations is undocumented

https://luau-lang.org/typecheck

https://luau-lang.org/grammar

Re: Northlight technology in Alan Wake 2

#90
post #69

Earlier quoted context omitted.

Only for the next Witcher series. Cyberpunk 2 (w/e it ends up being called) is still on their in house engine. (Don't ask me for a source, I don't remember where I saw that info)

> Cyberpunk 2 (w/e it ends up being called) is still on their in house engine. How sure of that are you? There are several reports that the sequel to Cyberpunk 2077 will be using UE5 as well. As in, CD Projekt Red have purposely switched all future projects to UE5. * https://screenrant.com/cyberpunk-2077-phantom-liberty-dlc-la... * https://kotaku.com/cyberpunk-2077-phantom-liberty-expansion-...

Ok then they changed it. At one point it was still on the in house engine.
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