So I played this game maybe a year ago, and every now and then I think back to that claustrophobic scene with all the arms and heads, link here:
So my question is, how did they achieve this and still make it run on console with good performance?
I can’t say I ever tried pushing Unreal when it comes to amount of skeletal meshes. But I find it hard to believe that they haven’t used some sort of black magic voodoo to achieve this result, with minimum 60 fps, with all the postproccessing effects turned on and so on.
So, have they just put together some Animation Blueprints and gone crazy? Have they created their own instanced skeletal meshes somehow (afaik that does not exist today)? Have they rewritten the entire engine? Are they even using skinned bones/skeletal meshes or are they driving the animations in some other way?
I find this very interesting and would love to hear other peoples opinions about this. Maybe even someone from Ninja Theory is lurking around these parts and can give me an answer?
Anyway, great game 5/7 would play again!
Cheers