There are so many things being tracked all the time in the game for puzzles and the power arm. Yet despites literally tracking sunshadows for some puzzle completion for example it runs almost smoothly with (in my 170h) no crashes. On a 6 yo portable console??

Botw was already impressive but I could grasp it with the shaders and also there weren’t that much physics puzzle. Objects were more static, there wasn’t the two other maps, enemy diversity was limited, same for weapons. There was less of everything overall but I thought it was the limit of the console and the possible engineering around it.

Is there any resources on how they managed to pull this off? White papers, behind the scenes, charts, …?

    • Potatos_are_not_friends@lemmy.world
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      10 months ago

      MGS V’s performance is a freaking work of art. It ran incredibly smoothly on my PC, and was gorgeous to boot. Then I loaded a few other games and had to turn down settings to hit 60fps.

      • deus@lemmy.world
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        10 months ago

        Can confirm, I still remember how impressed I was to see MGS:V running smoothly on my old dual-core Intel CPU with integrated graphics. It could never handle Sleeping Dogs or Deus Ex: Human Revolution yet this massive and beautiful open-world sandbox ran on it like a champ.

      • Dudewitbow@lemmy.zip
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        10 months ago

        fox engine was well developed and iirc was used for PES, sad it didnt get much other uses though due i konami functionality pulling out of game development.

        • Perfide@reddthat.com
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          10 months ago

          Well, Konami is back into game development, but the Fox Engine remains on mothballs. MGS3 remake will be on UE5 :/

      • mindbleach
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        10 months ago

        And it scaled down to PS3, running just fine and looking pretty okay-ish.

        Konami firing Kojima after he delivered that technical feat is incomprehensible. Idiot bastards, the lot of them.

    • mindbleach
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      10 months ago

      MGS V in particular has an incredible color-grading setup, as detailed in that post. There’s a standard block of color samples. Artists can paste that onto any raw screenshot and fuck around with whatever hue / saturation / contrast tools they like. When the color block is copied back into the game, it acts as a color lookup table, and post-processing applies all those effects at once, basically for free.