Umqondisi wezobuciko be-Quixel u-Wiktor Ohman wabelane ngezithombe ezihlaba umxhwele zesigcawu esisuka ku-Silent Hill 4 esidalwe kabusha ku-Unreal Engine 2. Kuyathakazelisa ukuthi umbhali wasebenzisa ukulandelela kwe-ray yesikhathi sangempela ukuze aqhubeke enze indlu yangasese emnyama iphile. Le phrojekthi ikhombisa ukuthi ukuphinda kwenziwe kabusha kwesizukulwane esilandelayo se-Silent Hill 2 kungabukeka kanjani.
U-Victor Okhman usebenzise izinsiza zedijithali ezivela kulabhulali ye-Quixel Megascans, okubonakala kahle ekwenziweni okuhle kakhulu namamodeli ahambisana nalokhu kwakhiwa kabusha. Ngaphezu kwalokho, umdwebi usebenzise ukulandelela ama-ray hhayi nje ukubala ukukhanya okunembe kakhudlwana, kodwa futhi nokudala ukubonakaliswa okungokoqobo.
Ngeshwa, u-Konami akanazo izinhlelo zokuqalisa kabusha umdlalo owesabekayo wehlelo i-Silent Hill 2, ngakho-ke ungalindeli ukuthi uzokwazi ukudlala ukwenza kabusha okunjalo esikhathini esizayo esibonakalayo. Kodwa-ke, kuyathakazelisa ngempela ukubona ukuthi amaciko adala kanjani kabusha izici zokuzijabulisa kwakudala ezinjinini zesimanje.
Ngaphezu kwezithombe-skrini ezingenhla, umbhali uphinde wakhipha ividiyo ebonisa ngokuningiliziwe inqubo yokudala isigameko ku-Unreal Engine 4. Labo abanentshisekelo bangakwazi futhi ukujwayelana naleso eboniswe ku-GDC 2019
Source: 3dnews.ru