Jump to content

Recommended Posts

  • 3 weeks later...
  • 2 weeks later...

Deus Ex writer: each ending in Human Revolution was the 'correct' ending

deus-ex-mankind-divided-0806-01-1280x675

 

At PAX Australia I had the opportunity to talk with Mary DeMarle, lead writer on Deus Ex: Mankind Divided. DeMarle also wrote Human Revolution, and had some interesting insights into how Mankind Divided will expand on the oppressive, dystopian Deus Ex vision. She also discussed how the studio is dealing with the last game's awkward, branching ending.

 

Warning: there are huge spoilers for Human Revolution in this interview.

 

For the complete interview, head to PCGamer.

Link to comment
Share on other sites

hope it runs on my pc :( will it??

ive got a intel i5-3330,amd radeon xfx 7850 2gb card,8gb ram.....thinking about this and jc3

i dont really mind playing on mid level settings

 

Don't pre-order...wait till Jan end and then decide..

Link to comment
Share on other sites

 

Don't pre-order...wait till Jan end and then decide..

 

naa not pre-ordering...heck i didn't even know its releasing in feb :fear: just googled it now :P

i haven't preordered a game since last 2 years .......so no preorder these days

^ No details out on the hardware requirements, so will hold out.

 

Your processor should do well.

thanks alpha bru :cheers:

Link to comment
Share on other sites

  • 2 weeks later...
  • 1 month later...

Power and Choice in Mankind Divided

DXMD_2015_10_08_1stHandsOn_screen_ONLINE

 

Mankind Divided feels familiar, but from the cover system to the new augs, almost every system has been touched up. The result is a sleek power fantasy with enough sandbox freedom to let you own your anecdotes. I still have plenty of stories from my hours in Prague. I threw a sniper off his rooftop perch at the guards below, stole his rifle and cleared out the lobby from the streets. I’ve distracted guards with a traffic cone and walked right around them, invisible. All this in one small corner of the game. There’s still plenty more to discover about the story and the conversation systems, but Mankind Divided is a few months of polish away from being another great Deus Ex. We definitely asked for this.

 

For the complete story, head to PCGamer.

Link to comment
Share on other sites

  • 2 months later...

DualShockers attended the panel, and below you can check out some interesting information on the game that was revealed during the panel, including the size of the biggest level, its polygon count, and quite a lot more data on the technology used for the game.

  • Eidos Montreal has a Labs department that focuses on research and development of technology for multiple Square Enix studios and games.
  • The Dawn Engine is a heavily modified version of IO Interactive’s Glacier 2 engine.
  • The following middlewares are being used for Deus Ex: Manking Divided:
    • Umbra
    • PhysX
    • APEX
    • Bink
    • Scaleform
    • FMOD
    • Nav Power
  • Deus Ex: Manking Divided uses Tiled Lighting, with Deferred randing for opaque surfaces and forwad lighting for transparent surfaces.
  • The team developed an anti-aliasing solution using a temporal algorithm. It fixes a lot of the specular flickering and smooths out the small details in objects.
  • A temporal solution was also used for ambient occlusion. The ambient occlusion is computed at half resolution and then upsampled over multiple frames.
  • For reflective surfaces the team used screen space reflections with a fallback on localized cubemaps.
  • Global illumination for indirect lighting used spherical harmonix baked offline. Opaque surfaces use per pixel lighting, and the probes are placed with variable density over multiple levels.
  • The technology for hair has been developed by the studio’s Labs department, and it’s an improved version of AMD’s TressFX.
  • The game will include both indoor and outdoor locations. The maps are pretty big, but not as big as in open world games. Yet, they’re very dense. The biggest level is one square kilometer in size, and includes 300 million polygons.
  • There are a lot of dynamic objects, and between 10,000 and 80,000 objects at any given time. Not all of them are rendered at the same time, only the visible ones.
  • Global illumination, which is baked offline, uses hundreds of thousands of lighting probes.

IMG_3368.jpg

 

-Dualshockers.

Edited by Heaven Angel
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share

  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...