NieR:Automata The End of YoRHa Edition came to Switch recently, and it was another title that had been highly requested for years, but considered to be impossible by many. Thankfully that wasn’t the case at all, as Square Enix teamed with developer Virtuos to get the job done.

In an interview with Nintendo Life, Shi Qiang, Studio Technical Director from Virtuos, spoke at lengthy about bringing NieR:Automata over, and there were definitely some elements and scenes that had to be finessed throughout the process. Not the hardest part in the world, but one with some notable speedbumps.

Shi Qiang, Studio Technical Director from Virtuos: Indeed, it was quite tricky in some places. That was why we were very thorough in our preparations.

The team started by quickly delineating where all the hot spots were and then developed an omnidirectional feature tracking tool for optimisation. For the engine and the code, we did overall optimisation on the CPU, GPU and shaders. We also carried out comprehensive optimisation on the art as well, including all of the models, lighting, special effects, stamps and assets.

Once the general optimisation process was complete, we carried out functionality spot checks on the complex scenes. For example, in the boss fight scenes, we did further optimisation on the detail level of the boss models, textures and lighting, including the large-scale rebuilding of the VFX to fit with the Switch’s technical capabilities.

[Shi Qiang, Studio Technical Director from Virtuos]

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