The big Horizon Forbidden West PC tech interview with Nixxes and Guerrilla Games

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Ray-tracing radical, Turok technophile, Crysis cultist and motion-blur menace. When not doing Digital Foundry things, he can be found strolling through Berlin examining the city for rendering artefacts.

Porting specialists Nixxes created this new edition of the game with original Horizon Forbidden West developers Guerrilla Games, and key members of both teams spoke to Digital Foundry's Alex Battaglia ahead of the game's PC release.

: Also, it only allowed you to use the keyboard and mouse for debug stuff, so we need to add keyboard and mouse controls in. And obviously you've got a lot more controllers available on PC.What were some of the learnings from the original Horizon Zero Dawn port? What did you want to do better or differently this time around?: On our side, preparing for scalability... on a console game, you don't necessarily need all the options that you would require on a PC game.

One of the core technical features in terms of presentation was the visibility buffer used in the PS4 and PS5 versions. Does that come intact to PC?: The base rendering is pretty much the same, the only feature that didn't translate well to PC is deferred texturing, so we used a more traditional GBuffer approach.: Deferred texturing is mainly an optimisation for PS4, for foliage mostly.

. Of course we have settlements and some hard surfaces, but most of it is really hard to ray trace against, even for shadows. There's a lot of content, maybe 100 square kilometres of content or more, and we'd need to go through the whole game... it's just mind-boggling... obviously having the scalability between PS4 and PS5 meant that we wanted to focus on stuff that would work on both PS4 and PS5, that sadly excluded RT. And it's not an easy addition to the PC version.

 

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