More Two Worlds II Technology Details and Screenshots

PCGamesHardware.de is offering up further details about the technology that’s powering Reality Pump’s Two Worlds II, as well as a dozen screenshots demonstrating the game’s CPU usage, HDR support, rendering pipeline, volumetric fog, and physics. Tech speak and Google translations really don’t go hand-in-hand:

Although the optimization of multi-core engine is not yet complete, scaled GRACE already very well with multi-core CPUs. How do we know supports two and four cores, then a balanced upscaling takes place up to eight cores, which are obtained with a Achtkerner the optimum in terms of performance and load balance. As with many mehrkernkompatiblen Leistungszentralen is also a system scheduler is used to assign the cores to each thread. “So we kill two birds with one stone,” said Mariusz Szaflik. “As long as the system scaling in terms of multi-core processors go well, this is also true for our scaling in the game. We always create as many threads as cores are available, which means up to eight, and spread out the processing workflow of the different gaming modules. ” Thus we need according to Mariusz Szaflik least two nuclei to PERMIT represent the full graphical detail, since run rendering and gameplay into separate threads. Stood more cores available, we could outsource certain work processes, such as the sound engine, or the Object-loading in this capacity.

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