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Things like GPU instancing (maximize performance from repeated assets scattered around), world creation (something like GAIA to save time), dynamic pathfinding (recalculates at runtime as scenes stream in/out), AI tools (for behavior trees), a state machine, a streaming system (needless to say), a lot of stuff. You are also going to need custom tools to help you out. Its a bunch of stuff working together to squeeze as much performance as possible, things that most people don't understand, so when they try such a big undertaking in Unity and it runs like crap they blame the engine, rather than their lack of knowledge. The people at Nintendo know what they are doing.Įvery mesh is as low poly as they can get away with, every texture is as small and as compressed as they can get away with, they only have very few AI active at any given time, the AI are fairly simple, the materials are fairly simple, the game's resolution is really low, especially when not docked, vegetation has a very low culling distance and they LOD everything very heavily. To answer your question on how BOTW runs on such a weak device: It depends on the size of the world, the amount of assets you need to stream in and out, how you going to handle AI in unloaded scenes, the platforms you intend to ship to, the workflow that you want.
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Its fairly easy to do in Unity simply by using async scene streaming, the big problem is how to implement it for your game in particular. You need a lot of knowledge not only on how to build such a complex game but also how to do it in Unity in particular (every engine has its idiosyncrasies that you need to learn).Īt the very least you need to understand how to stream an open world dynamically and in a performant way. But it is a pretty herculean effort if you don't know what you are doing. A game such a BOTW is definitely doable in Unity.