Technologies behind the game
Game Engine :Midheimur is running on Epic Games´s 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.
After struggling with Perforce, Plastic SCM we have found the best solution for our small team which is working on huge project.
´´Anchorpoint 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.”
“Anchorpoint provides a faster, more streamlined and feature-packed solution for file management that’s 1000 times better than using Windows Explorer”
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 don’t need to manage multiple tools.”
Nik Hill, Founder & Director 23RDC
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 we’ve been doing since the initial release of DLSS.
AMD Fidelity FX Supported Graphics Hardware*
|AMD Radeon™ 6000 Series||AMD Radeon™ 6000M Series||AMD Radeon™ 5000 Series|
|AMD Radeon™ 5000M Series||AMD Radeon™ VII Graphics||AMD Radeon™ RX Vega Series|
|AMD Radeon™ 600 Series||AMD Radeon™ RX 500 Series||AMD Radeon™ RX 480/470/460 Graphics|
|AMD Ryzen™ Desktop Processors with AMD Radeon™ Graphics||AMD Ryzen™ Mobile Processors with Radeon™ Graphics||NVIDIA® GeForce RTX™ 30 Series|
|NVIDIA® GeForce RTX™ 20 Series||NVIDIA® GeForce® 16 Series||NVIDIA® GeForce® 10 Series|
- Designed to be easy for developers to integrate.
- Works with both DirectX® 11, 12 and Vulkan® APIs.
Our mid tier testing platforms contain mainly:
10generation core i7 (10750H)
RTX 2070 8Gb
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