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


Alex Battaglia interviews the development staff at Nixxes to see how they ported Horizon Forbidden West from PS5 to PC …

In terms of memory useage, we don't have a fixed budget for streaming textures... a settlement might have a very heavy load on animations, models, characters, much more than in the open world. Michiel Roza - Nixxes: 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. Patrick Den Bekker - Nixxes: On PC, you have extra challenges as well, like where your OS and applications are running, you also need to handle data decompression... and also the PSOs.

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