In the game industry, many designers are discussing how to achieve the so-called "CG general game reality".

In particular, some S-level designers are very familiar with the performance of VR game cabin, so they are also very clear about the concept of upgrading the current game picture to another level.

There have been some highly imitated works in the market, especially the works of European and American manufacturers, which have basically mined the performance of VR game cabin. In the case of no explosion in technology, why does Chen Mo upgrade the screen level of existing games?

"Do you think there are many gimmicks? Or Chen Mo is cutting corners in other places? "

"What's the complexity? In fact, it's very simple. Concentrate on performance. The game process is divided into many micro checkpoints. Every time the whole performance of the game cabin is called to show only one checkpoint, the art quality will surely go up. "

"That means Load every little level? It's also called "mysterious sea area". It's called "read a piece of sea area"

"Look, this is what you don't understand, this is gimmick, this is differentiation! Do you still do it the way you did before, can you do it? "

Many designers have also roughly guessed out Chen Mo's approach, which is nothing more than focusing on performance to do a little checkpoint!

Obviously, in the current situation of limited technical level, it is the only way to improve the screen level.

In the parallel world, the game is transferred from the TV screen to the game cabin, and the details that need to be displayed are also improved geometrically. So, although the technology has improved, it is still a relatively laborious thing to build a large enough world in the VR world.

Moreover, in Europe and the United States, open world games are more popular. Many players feel that the bigger the world, the richer the content, the more fun the game will be.

The traditional "one way to the dark" (one way) game, because the game experience is relatively single, has become increasingly unpopular.

Players prefer to explore freely without restriction, or at least feel like they are exploring freely.

The larger the game world is, the more VR game cabin performance will be consumed in operation. Therefore, even the open-ended games of European and American manufacturers have the ultimate picture performance.

Many designers speculate that Chen Mo must have completely deviated from the design concept of the open world, and in the way of splitting the game experience of the players, the quality of the screen has been improved to the ultimate level.

Many designers don't take it seriously. After all, progress bar is disgusting for players, but for designers, it's something that they try their best to avoid.

Chen Mo does this, it is to drive reverse, can you really get the favor of the players?

……

……

Chen Mo now Looking in the mirror.

But not in reality, but in the game.

At this time, he is Nathan Drake, looking at the mirror in the bathroom, according to the system settings, and automatically put out various poses.

Nathan Drake's family scene has been completed. There will be a more important story about him and Elena here.

In the mirror is Nathan Drake's face, and the degree of fidelity is very high. Chen Mo has an illusion that even the pores on his face can be seen clearly.

Of course, those are not real pores, just a kind of higher-end skin texture map, making the characters in the game more like real people's little trick.

He wanted to scratch his hair, because it really looked like real hair.

Including the sweater that Nathan was wearing, there was even an impulse to knead.

In fact, in terms of art level, it is not too difficult to make such a level of game picture, but the performance consumed in the real game is extremely terrible.

Of course, no matter how real it seems, it can still clearly distinguish that this is a game. After all, players can't do any action at will, only operate within the limits of the game mechanism.

Chen Mo comes to the sofa and lies on it.

The surface of the sofa is slightly collapsed. After the performance of Pangu engine, the depression is very real, which makes Chen Mo very satisfied.

When he came to the refrigerator, Chen Mo opened it and took out a drink from it.

Walking around the room, drinking a drink.

As he passed the bin, Nathan Drake threw the drink into the bin.

This action is triggered automatically by the system. There are many details like this in the game.

Including the characters' habitual movements, walking, sitting and lying posture, they are all exactly the same as Nathan Drake.

In the game, players are "playing" Nathan, so all the habits and actions are based on Nathan.

Chen Mo hopes that these very detailed actions can help players better take Nathan Drake's life, observe everything around him from his perspective and habits, and subtly create a sense of substitution.Sitting in front of the TV, Chen Mo controls Nathan Drake and picks up the handle in front of him.

In the original work, Nathan picked up the handle of PS1 and played a few disks of "the old perplexed wolf". In the version developed by Chen Mo, it was replaced by swtich.

Although this kind of feeling is a little contrary to Chen Mo, Sony and Nintendo may not happen until the end of the world.

But for the players in this world, it's a smile. After all, it's all about thunder and entertainment.

It's like an ad for swtich.

Chen Mo got up from the sofa and came to the loft where he lived.

Here are some of the first three collections in the mysterious sea series, all collected by Nathan Drake in a series of adventures.

If the players have played "mysterious sea", these collections are some emotional elements, which will make the old players smile.

But the players in the parallel world haven't played the previous works, but it doesn't matter. Just leave a suspense. When the first three DLCs come out later, it will be one of the motivations for the players to continue to buy.

Chen Mo takes a skull and plays with it.

In the game, players can use Nathan's hand to carefully observe many things, including souvenirs and some notes, etc., and can turn around at will to check any position of souvenirs.

The touch is very slight, as if you are holding something.

This kind of touch is also carefully adjusted by Chen Mo's specially assigned person. According to the different holding objects, there are subtle differences in the touch parts from the hands, which makes the players feel more real.

Chen Mo turns in the room again two circles, also checked some details, this just exits the game cabin.

"How are you, manager?" Qian Kun asked excitedly.

Obviously, the level of the game he is playing now makes him feel amazing.

Chen Mo nodded: "yes, continue to pave. There are many scenes that are not completed enough. Hurry up."