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In this episode of The Full Nerd, Brad Chacos and Adam Patrick Murray are joined by not one, not two, however three particular visitors to dive deep into Alan Wake 2’s cutting-edge visuals.
Alan Wake 2 is already being hailed as a contemporary horror masterpiece in evaluations and is properly well worth the lengthy 13 yr wait for the reason that unique Alan Wake launched. But it’s not only a nice sport. Alan Wake 2 is an absolute technical powerhouse as properly, armed with just about each cutting-edge graphics expertise you may consider to convey Bright Falls and the Dark Place to life.
Remedy lead graphics programmer Tatu Aalto and communications director Thomas Puha joined us hours earlier than Alan Wake 2’s launch, together with Nvidia GeForce evangelist Jacob Freeman, to reply our nerdiest questions on this technical tour de pressure.
Full-blown path-tracing, DLSS Frame Generation, Ray Reconstruction, mesh shaders, obligatory SSD pace, Alan Wake 2 has all of it. Our visitors clarify the perks and concerns behind every determination: why Remedy wanted to make Alan Wake 2 the primary sport to lean closely on DirectX 12’s mesh shaders, the studio’s philosophy behind melding gameplay and graphics, why path tracing is the longer term (however AI upscaling isn’t but), whether or not the sport’s {hardware} necessities aren’t as steep as they appear at first blush, whether or not you’ve wanted to play Remedy’s different video games to get pleasure from this one, and a complete, complete lot extra.
Graphics geeks received’t need to miss this one. You can witness all of it within the video embedded above. You can even watch this Full Nerd special edition on YouTube (subscribe to the channel when you’re there).
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