cageymaru
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- Apr 10, 2003
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Ubisoft Technical Director Calle Lejdfors has been interviewed by PC Games Hardware (PCGH) where he discusses the technical aspects of The Division 2. He talks about how the development team used GPS and LIDAR to map Washington, D.C. for maximum realism, why DX12 will again be the best choice for gamers in The Division 2, new technical features that have been implemented into the game, and even newer tech that is still in development such as support for variable rate shading. Anti-cheat technology has been improved and the game has been adjusted to make its "netcode" drastically better. The only aspect of the game that Calle Lejdfors lamented not improving was large scale destruction events. Most consumer internet connections aren't capable of transmitting the amount of data for such events fast enough.
PC Games Hardware:4) Can you explain to us how DC's various districts were so authentically implemented in the game? Did you use photogrammetry? What tricks do you use to make the world seem alive and threatening?
Calle Lejdfors (Ubisoft): As I said above, the Snowdrop engine now has support for importing GIS and LIDAR data. This enables us to very quickly create a 1-to-1 scale version of DC. This present-day version is then what we base our version of a post-calamity DC on. This support is not limited to only roads and houses, but also the placement of garage entrances, lamp posts, and all the way down to individual road side trees. We do use photogrammetry to produce authentic textures and assets.
PC Games Hardware:4) Can you explain to us how DC's various districts were so authentically implemented in the game? Did you use photogrammetry? What tricks do you use to make the world seem alive and threatening?
Calle Lejdfors (Ubisoft): As I said above, the Snowdrop engine now has support for importing GIS and LIDAR data. This enables us to very quickly create a 1-to-1 scale version of DC. This present-day version is then what we base our version of a post-calamity DC on. This support is not limited to only roads and houses, but also the placement of garage entrances, lamp posts, and all the way down to individual road side trees. We do use photogrammetry to produce authentic textures and assets.