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News Game Dev Inside Xbox Series X|S Optimized: Hitman 3 | Maurizio de Pascale, CTO at IOI about optimizing Hitman 3 for Xbox Series X|S.

driqe

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Dec 2, 2020
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Q: What excites you most about developing and bringing Hitman 3 to life on next-generation hardware?

A: The power of the new Xbox makes it possible to bring our games to life (on screen) exactly as the development team originally intended, without the compromises and constraints from lack of CPU cycles or IO bandwidth of lesser hardware.

Inside Xbox Series X|S Optimized: Hitman 3
 

Chris_Rivera

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ethomaz

is mad because DF didn't do a video on a video of a video of a video on PS5
Mar 19, 2013
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"I would say that the higher frame rates bring unparalleled fluidity to the experience."

:pie_thinking:
 
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Thomish

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Dec 15, 2020
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Microsoft smelt blood...
lmao something GIF


Realistically though, one interesting thing IO mentioned is that they've had GDK toolbox early and have been working on improvements and benefits from this since. Also interesting was their comment about higher frame rates being the superior experience. What I want to know is, did they try the PS5 at 4K, and was frame rate shoddy?

I still need someone to ask IO a direct question on it re: PS5 - mostly whether that's the best they can do with it, or whether there's another underlying issue that might get patched. Put it to bed once and for all.
 
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jroc74

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Jun 1, 2013
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Q: Which enhancement were you most excited about to explore leveraging for Hitman 3 on Xbox Series X|S?

A: We see Hitman as a ‘live game’ and our launch date on January 20 is just the beginning of a journey, in which we’re going to keep working on the game and adding new features. It’s great that the GPU in the Series X|S has hardware support for Ray-Tracing. We’ve already started working on RT technology for the renderer in our Glacier engine, and once that’s deemed ready for prime time, we’ll definitely bring it to the Series X|S hardware.

So...the reflections... what happened?
 
Jun 1, 2016
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Q: Which enhancement were you most excited about to explore leveraging for Hitman 3 on Xbox Series X|S?

A: We see Hitman as a ‘live game’ and our launch date on January 20 is just the beginning of a journey, in which we’re going to keep working on the game and adding new features. It’s great that the GPU in the Series X|S has hardware support for Ray-Tracing. We’ve already started working on RT technology for the renderer in our Glacier engine, and once that’s deemed ready for prime time, we’ll definitely bring it to the Series X|S hardware.

So...the reflections... what happened?
Holy shit that was a bug. Be better.
 
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Elios83

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It's a bunch of standard pre-written PR questions/answers to go into your standard promotional article on an official channel.
What is so special about your game? How was it possible to realize your dreams? And bla bla bla.
Don't even know what some people want to read into this :messenger_tears_of_joy:
 
May 8, 2020
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Looks like a well timed interview that randomly occurs. Lmao... folks hurting.
 
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assurdum

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GPU limitations. 12 TF had corner cases dropping




If Hitman 3 does well enough I'd love for them to be able to do their own thing, but If they need the money....
GPU limitations in a crossgen title? Do you have at least idea of what you are talking about? Probably their engine works better in a virtual code environment than a dedicated one as ps5. It's not all about hardware limitations.
Anyway the interview doesn't reveal anything of interesting. Generic talk and PR chats.
 
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intbal

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Not completely worthless.
He does mention that they're going to be adding raytracing in a future update.
 

Riky

My little VRR pleasure pearl goes vrrrooommm.
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Look forward to the Ray Tracing implementation, especially since it scales with compute units. Going to be fun.
 
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Leyasu

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GPU limitations in a crossgen title? Do you have at least idea of what you are talking about? Probably their engine works better in a virtual code environment than a dedicated one as ps5. It's not all about hardware limitations.
Anyway the interview doesn't reveal anything of interesting. Generic talk and PR chats.
I agree.

Although, we have all seen the nonsense that was written in the first face offs that favored the PS5. Both sides talking rubbish
 
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JackMcGunns

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Nov 26, 2018
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GPU limitations in a crossgen title? Do you have at least idea of what you are talking about? Probably their engine works better in a virtual code environment than a dedicated one as ps5. It's not all about hardware limitations.
Anyway the interview doesn't reveal anything of interesting. Generic talk and PR chats.


Cross-gen titles look best on PC, and run on lesser hardware with lower resolution because of... you guess it, hardware limitations, otherwise the Series S would look the same, but it's held back because... it's hardware limitation. It's not that that hard to understand.
 

The Hamburglar

but get my takes from clown world with Ronald
Mar 6, 2016
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Sounds like they’re talking about last gen with lack of cpu cycles and io bandwidth. But of course the xboyz think they talking specifically about ps5.
What does cpu cycles got to do with 1800 to 4K?
 

assurdum

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Cross-gen titles look best on PC, and run on lesser hardware with lower resolution because of... you guess it, hardware limitations, otherwise the Series S would look the same, but it's held back because... it's hardware limitation. It's not that that hard to understand.
So series X it's hardware limited compared the ps5 in game like AC Valhalla and Dirt 5? Because I absure to you the ps5 version it's still ahead to the series X in many aspects, even after the last update.
 
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JackMcGunns

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So series X it's hardware limited compared the ps5 in game like AC Valhalla and Dirt 5? Because I absure to you the ps5 version it's still ahead to the series X in many aspects, even after the last update.


Did the developer state this?
 

M1chl

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Dec 25, 2019
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Q: What excites you most about developing and bringing Hitman 3 to life on next-generation hardware?

A: The power of the new Xbox makes it possible to bring our games to life (on screen) exactly as the development team originally intended, without the compromises and constraints from lack of CPU cycles or IO bandwidth of lesser hardware.