Martin Griffiths proved once again that NMS's proprietary engine is one of the game's greatest strengths.
Amidst the ongoing debate surrounding loading screens in space games when landing on a planet – sparked primarily by titles like Starfield and the upcoming Star Wars Outlaws, both of which have disappointed genre fans in one way or another with their landing sequences – No Man's Sky's Engine Programmer, Martin Griffiths, delivered the planet-sized flex by providing a closer look at how NMS's engine handles the task at hand.
With a short demo, the developer showcased the game's debug camera, seamlessly visiting three separate planets in a short period of time without any immersion-breaking loading screens. As noted by Martin, the gameplay seen in the demo is running on a PlayStation 5 console, not a high-end RTX 4090-like GPU, once again highlighting the power of the game's engine.
Furthermore, the programmer emphasized that it took only 50 seconds to visit three different planets, which may have been a subtle jab at Ubisoft's aforementioned Star Wars Outlaws, where players will have to spend nearly the same amount of time just to land on a single planet.
Martin Griffiths
Martin Griffiths
Martin Griffiths
Martin Griffiths
Earlier, Hello Games also provided an update on Worlds Part I, an upcoming update for No Man's Sky offering a complete refresh of the universe, a massive increase in the variety of flora and fauna, huge visual enhancements, and much more. You can learn more about the impending release by clicking this link.
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