The biggest change is actually quite subtle. The great sale of Siege is its destructible environment; Attackers are encouraged to cross the walls of one level, not its doors. The way the team did this was to turn on the game so that the areas where the defenders are likely to hide are in the dark and the attackers' roads are in the light, so when the attackers hit a hole In a wall, the defenders have to watch by disorienting the bright light, while the attackers can see in the dark enough clearly.
After seeing how people played the game, Ubisoft decided to remove this blooming effect, making destruction a more useful effect for both sides:
The team also analyzes each map optimizing art and textures to reduce the voltage on your PC's memory but the effect of the incident should be that the game will have less hiccups when everything will burst.
Can you say that these levels have been optimized? They always seem to me:
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