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The technical side of Gears is really insane if you think about it they are able to make it 1080p 60fps with better graphics and bigger maps.

From the Article: Rayner told Ars that the game's console jump to 60fps, from Gears 4's 30fps lock on console, revolved around a number of factors. A lot of that boiled down to "moving a lot of CPU work onto the GPU," he said, including core particle systems, destruction systems, and lighting systems. These changes, plus an investment in new asynchronous compute routines, resulted in a crazy issue, otherwise unheard of in the controlled space of console development: "Midway through development, a bug emerged that bricked a couple of our dev kits," he said. "We were going beyond the GPU profile. They hadn't seen that much power consumption come out of a game, we'd optimized that much."

Between that, a better handling on the mature Unreal Engine 4, "close work" with Microsoft's Visual Studio team, a dedicated mesh-management system via Simplygon, and a physics-system swap to Havok (now wholly owned by Microsoft), Rayner said that the team could not only double the engine's enemy count but also double the game's core simulation speed. Plus, somehow, The Coalition has pushed the engine to such limits that it's rendering every single one of its campaign cinematic scenes in real time, all while loading the next gameplay level's assets in the background.

https://www.google.com/amp/s/arstechnica.com/gaming/2019/08/gears-of-war-5-hands-on-a-new-blockbuster-for-the-game-subscription-era/%3famp=1