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Witcher 4 lucha en el desarrollo, un motor irreal culpado

Authore: IsabellaActualizar:Feb 19,2025

Witcher 4 lucha en el desarrollo, un motor irreal culpado

Daniel Vavra, creador de The Kingdom Come Trilogy and Warhorse Studio Cofundador, critica las limitaciones de Unreal Engine en el manejo de entornos complejos de mundo abierto. Afirma que las deficiencias de este motor son la causa raíz del desarrollo problemático de Witcher 4.

Vavra destaca las luchas de Unreal Engine con la vegetación, afirmando: "Unreal funciona bien para desiertos y rocas, pero el motor no pudo manejar los árboles durante mucho tiempo". Señala las limitaciones de la tecnología nanita para representar el follaje realista.

Según los informes, un empleado de CD Projekt, que hablaba con Vavra, confirmó dificultades para adaptar escenas que funcionaban perfectamente en el motor rojo a un motor irreal. Estos desafíos supuestamente están causando demoras de producción significativas.

Vavra cuestiona la decisión de CD Projekt de cambiar a Unreal Engine, dada su motor rojo existente y robusto, señalando que la mayoría de los juegos del mundo abierto utilizan motores personalizados.

También señala los altos requisitos del sistema de Unreal Engine, que requiere un hardware costoso más allá del alcance de muchos jugadores, a pesar de su capacidad para generar imágenes impresionantes.

A pesar de los años desde que llega el primer reino: la liberación, la anticipación sigue siendo alta para su secuela. Lanzamiento del 4 de febrero, Kingdom Come: Deliverance 2 promete gráficos mejorados, combate refinado y una narrativa históricamente fundada que continúa el viaje de Indřich.

Este artículo resume la última información sobre la próxima versión, incluidos los requisitos del sistema y el tiempo de reproducción estimado. Proporcionaremos instrucciones de descarga al lanzar, asegurando que esté entre los primeros en experimentar el entorno medieval.

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