Layers of Fear is the first third-party game developed in Unreal Engine 5 to make it to the market. With only one week left before the launch of this remake (which also features the new The Final Note story) of the acclaimed horror games, I interviewed Anshar Studios' programmer Krzysztof Kansy and technical artist Michał Gawron.
Among various tech topics, I inquired about the console feature set, target resolution and frame rate. Here's what Gawron said:
How do the console versions compare to PC in terms of graphics settings and features like Lumen, Niagara, and ray tracing?
Michał Gawron: On consoles, we use the same graphics settings and features as on PC. There is a full Lumen implementation with Ray Tracing and Niagara support.
Can you share the target resolution and frame rates on consoles and whether multiple presets (quality, performance, etc.) are available to users in Layers of Fear?
Michał Gawron: On consoles, the player will have the choice of Quality or Performance mode. Quality is a hardware ray tracing mode with the highest graphics settings at 4K and 30 fps. Performance is 60 fps mode with dynamic resolution up to 1440p with lower graphics quality. For XSS, we offer 60 fps in Performance mode with additional optimizations.
I also asked about the freshly announced MacOS version, which will ship on the same day (June 15th) as the PC and console versions. Gawron said Anshar and Bloober worked together with Apple with 'astounding results'.
You've just announced the Apple Silicon version of Layers of Fear. Was it hard to port the game to this different combination of hardware and software?
Michał Gawron: Working closely with Apple, the process went smoothly. Apple's involvement in the process was
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