Digital Foundry | Inside Senua's Saga: Hellblade 2 - An Unreal Engine 5 Masterpiece - The Ninja Theory Breakdown @DigitalFoundry | Uploaded 2 months ago | Updated 2 days ago
Senua's Saga: Hellblade 2 is - point-blank - one of the best-looking and best-sounding video games you can play. In a special interview with Digital Foundry, Ninja Theory answers all of our questions about the development of the game: the move from Unreal Engine 4 to UE5, exploiting high-end features like Lumen, Nanite and Virtual Shadow Maps, the game's phenomenal audio, chosen frame-rate targets and much, much more. Thanks to the team for agreeing to talk with us about this remarkable game!
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00:00 Introduction
00:45 Switching to Unreal Engine 5
03:12 Exploiting Nanite
08:43 Lighting and Lumen
14:55 Visual effects: running water and light flashes
17:54 Game audio and binaural audio
24:54 Wave simulation
26:59 Discrepancies between gameplay demo and final game
29:10 Facial animation
31:15 Photogrammetry
34:00 Time jump sequences
36:19 PC version settings menu
37:18 Console frame-rate target and production scheduling
40:14 Epic’s TSR vs other AA solutions
42:19 Conclusion
Senua's Saga: Hellblade 2 is - point-blank - one of the best-looking and best-sounding video games you can play. In a special interview with Digital Foundry, Ninja Theory answers all of our questions about the development of the game: the move from Unreal Engine 4 to UE5, exploiting high-end features like Lumen, Nanite and Virtual Shadow Maps, the game's phenomenal audio, chosen frame-rate targets and much, much more. Thanks to the team for agreeing to talk with us about this remarkable game!
Want some DF-branded tee-shirts, mugs, hoodies and various items based on DF catchphrases? Check out our store: store.digitalfoundry.net
Join the DF Supporter Program for pristine video downloads, behind the scenes content, early access to DF Retro, early access to DF Direct Weekly and much, much more: bit.ly/3jEGjvx
Subscribe for more Digital Foundry: http://bit.ly/DFSubscribe
00:00 Introduction
00:45 Switching to Unreal Engine 5
03:12 Exploiting Nanite
08:43 Lighting and Lumen
14:55 Visual effects: running water and light flashes
17:54 Game audio and binaural audio
24:54 Wave simulation
26:59 Discrepancies between gameplay demo and final game
29:10 Facial animation
31:15 Photogrammetry
34:00 Time jump sequences
36:19 PC version settings menu
37:18 Console frame-rate target and production scheduling
40:14 Epic’s TSR vs other AA solutions
42:19 Conclusion