Technologies behind the game
Game Engine :Midheimur is running on Epic Gamesยดs Unreal Engine 5.2. Project itself started at 4.27 but we wanted more. We wanted latest graphic technologies on hand to create as much authentic world as possible.
Backbone of development team.
Crucial part of each project is tailored solution for revision control ( source control) Indie developers and freelancers are able to produce small projects without collaborative source control, but this is not our case.
As MidDev team is not sitting together, we are freelancers and enthusiast, we was seeking for stable, reliable and easy to use and manage source control for full immersive collaborative work which is unlocking full potential of team production.
After struggling with Perforce, Plastic SCM we have found the best solution for our small team which is working on huge project.
ยดยดAnchorpoint is designed for fast-paced projects and smaller teams in the motion graphics or AR/VR space, such as Parabel, Mental, or Charlie Uniform Tango. We call it the “GitHub for artists.โ
Version control and 3d asset management – Anchorpoint
โAnchorpoint provides a faster, more streamlined and feature-packed solution for file management that’s 1000 times better than using Windows Explorerโ
Jesus Suarez,
Art Director & 3D Artist jesussuarez.tv
“Anchorpoint heavily increases efficiency for studios like ours. All the relevant information and files are in one place so you donโt need to manage multiple tools.”
Nik Hill, Founder & Director 23RDC
Anchorpoint Software GmbH was founded in 2020 and is located in Koblenz, Germany.
DLSS and FSR: All together ,linked with support of Nvidia DLSS ( 2th and 3rd generation) and suport of AMD FSR will bring state of art graphic experience to current generation of hardware. Older hardware will be supported and project will be playable without any issue, but eye candy of Unreal engine will be compromised. We are optimising game to even mobile platforms ( laptops).
As NVIDIA stated : DLSS 3 games are backwards compatible with DLSS 2 technology. DLSS 3 technology is supported on GeForce RTX 40 Series GPUs. It includes 3 features: our new Frame Generation tech, Super Resolution (the key innovation of DLSS 2), and Reflex. Developers simply integrate DLSS 3, and DLSS 2 is supported by default. NVIDIA continues to improve DLSS 2 by researching and training the AI for DLSS Super Resolution, and will provide model updates for all GeForce RTX gamers, as weโve been doing since the initial release of DLSS.
AMD Fidelity FX Supported Graphics Hardware*
AMD Radeonโข 6000 Series | AMD Radeonโข 6000M Series | AMD Radeonโข 5000 Series |
AMD Radeonโข 5000M Series | AMD Radeonโข VII Graphics | AMD Radeonโข RX Vega Series |
AMD Radeonโข 600 Series | AMD Radeonโข RX 500 Series | AMD Radeonโข RX 480/470/460 Graphics |
AMD Ryzenโข Desktop Processors with AMD Radeonโข Graphics | AMD Ryzenโข Mobile Processors with Radeonโข Graphics | NVIDIAยฎ GeForce RTXโข 30 Series |
NVIDIAยฎ GeForce RTXโข 20 Series | NVIDIAยฎ GeForceยฎ 16 Series | NVIDIAยฎ GeForceยฎ 10 Series |
*AMD FidelityFX Super Resolution is โgame dependentโ and is supported on the products listed above if the minimum requirements of the game are met. AMD does not provide technical or warranty support for AMD FidelityFX Super Resolution enablement on NVIDIAยฎ graphics cards. To prevent over-sharpening, we recommend not to use Radeonโข Image Sharpening with FSR-enabled games.
- Designed to be easy for developers to integrate.
- Works with both DirectXยฎ 11, 12 and Vulkanยฎ APIs.
source https://www.amd.com/en/technologies/fidelityfx-super-resolution
Our mid tier testing platforms contain mainly:
10generation core i7 (10750H)
RTX 2070 8Gb
16Gb RAM
SSD drive
S
3D and Art
Most of our models which we are creating are made in Blender. Blender in latest version is head on concurency to expensive 3D modelling softwares used by companies with multimilion budgets. Blender is easy to learn, its free and its fully customizable by various plugins tailored for our artists.
Some simple models are created and textured / UV mapped directly in Unreal engine using latest build-in modelling tool. Thanks to Epic you dont need to open and model each small things in separate editor. See it in action directly at Epic Games webpage. https://www.unrealengine.com/en-US/tech-blog/unreal-engine-5-s-modeling-mode-takes-shape
Ble