![]() ![]() ![]() Moving it to PC meant a large amount of tuning, tweaking, and even re-thinking, especially when it came to how we utilized the GPU. From a technical perspective, Naughty Dog’s engine used for Part I was optimized for PS5. We were determined to do this right by preserving an experience so many love while delivering it to a new platform. New projects bring new challenges and opportunities alike. The challenges we overcame and the successes we achieved in our previous modern PC release empowered us to dig into Part I’s PC development. Behind the scenes, we worked towards ensuring that The Last of Us Part I would be an authentic, satisfying experience for those playing on PC. Familiar World, New Territoryįollowing UNCHARTED: Legacy of Thieves Collection’s PC release, we focused our efforts and learnings onto the PC version of The Last of Us Part I. As our second modern PC release after UNCHARTED: Legacy of Thieves Collection, it’s important to us as a studio to consider what it means to reach new and old audiences alike. The Last of Us Part I marks the first time an entry in The Last of Us series has been available on PC with PC-specific quality of life improvements and features such as VSync and frame rate cap options, adjustable Texture Quality, Shadows, Reflections, Ambient Occlusion, and more. As we began development in-house, we wanted PC players to experience an amazing story that truly lasts the test of time while maintaining the equally high-quality bar across both PC and PlayStation consoles. ![]()
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