La tecnologia usada en Gears 5
"That's one of the big accomplishments of Gears 5, and it was a big focus for us early on. We knew that we wanted to be 60 [FPS] across all the multiplayer modes," said Rayner. "When we did the Xbox One X Enhanced version [of Gears 4] we supported 60 [FPS] 1080p or 4K 30 [FPS]. And we knew we wanted to go 60 and 4K for Gears 5, so we did a lot."
"We more than doubled the simulation speed. There was a lot of CPU optimization, focused on that so that we could keep the same fidelity and player counts. We moved a lot of the systems off the CPU into the GPU," said Rayner. "We switched the physics engine, from PhysX to Havoc. Havoc is a much more performant physics engine. [...] We did a lot of graphical optimizations, a lot of it's just using the latest techniques. And then we have implemented a temporal reproduction technique."
"We have ability to just keep your eye locked on one part of the map and just walk from one end to the other, skiff to one end to the other, without having a loading screen [or] a major visual discontinuity. That was certainly a lot of work, we're really proud of that. We introduced a number of visual features to support that within worlds. We added tessellation to the engine, that's GPU-based tessellation. And you'll see that when you're walking around in the sand in the snow."
"We have some ray-traced shadows as part of our lighting techniques. In our maps, the shadows that are further away are ray-traced, whereas closer up they're cascaded shadow maps, so they're fully dynamic. That really allows us to have ultimately higher-quality shadows, the ray-traced shadows let us have shadows that get softer as they get farther away, from the shadow techniques," said Rayner.