This post has been republished via RSS; it originally appeared at: Xbox Wire.
Many of gaming’s most compelling stories come from those who’ve helped to create our favorite Xbox One games. In our Inside Xbox One X Enhanced series, these creators will share the behind-the-scenes accounts of the work involved in enhancing these epic games for Xbox One X, how they’ve helped chart the course of the world’s most powerful console, and what that means for the future of gaming. Today, we’ll be chatting with Tomoko Hiroki, Game Producer at Bandai Namco Entertainment and Junya Motomura, Game Director at Arc System Works about enhancing Dragon Ball FighterZ for Xbox One X.
What specifically is your development team doing to enhance Dragon Ball FighterZ for Xbox One X?
The enhancements we worked on was the native 4K rendering, adding dynamic resolution to ensure the framerate remains stable even when the drawing load increases, and supersampling which improves the graphical quality drastically, even on 1080p screens.
How do these enhancements impact the gaming experience?
The dynamic resolution has a direct impact on the gameplay because it ensures a stable high framerate. It’s a key feature for a fighting game like Dragon Ball FighterZ where players will train to find the perfect frame to execute a counter or to connect their combos. The other improvements we introduced earlier enables a much better graphical quality for the game, so it doesn’t have a direct impact on the gameplay, but we believe these enhancements will bring forward the beauty of our game, and that serves a better gaming experience for sure!
Why did your development team choose to focus on these enhancement areas?
We worked on graphics enhancements like 4K resolution and high-quality anti-aliasing like supersampling because Dragon Ball FighterZ is using cell-shading rendering, and this rendering technique requires extra care to look beautiful at higher resolutions. As explained before, we needed to find a way to keep the highest framerate possible at any time. The dynamic resolution available on Xbox One X greatly helped us to acquire the balance we wanted.
How do you expect fans of Dragon Ball FighterZ will respond to seeing on Xbox One X with these enhancements?
We hope they will be satisfied with the graphics of the game because we believe we achieved a quality that makes it on par with the original anime. We also hope they will be proud to play with the first “Dragon Ball” game that uses 4K native resolution on console.
How has the process been to get the game up and running on Xbox One X?
Dragon Ball FighterZ uses the Unreal Engine, and it really helped us to get the game running smoothly on Xbox One X. We had to fine tune specifically this version because of the high resolutions support, but most of the enhancements were already available with the engine. The dynamic resolution system was created by our team to answer our technical requirements about framerate.
What enhancement were you most excited about to explore leveraging for Dragon Ball FighterZ on Xbox One X?
Probably the supersampling feature. We were surprised to see how this feature helps to keep the graphical quality super high when the game displays on a 1080p resolution screen. Further, I would say that adapting our game on a console with such a powerful GPU and memory bandwidth boosted our creativity to make Dragon Ball FighterZ look even better and enjoyable. Now we’re waiting for players’ feedback, hoping it will be good!
Thanks to Hiroki and Motomura for taking the time to chat with us about Xbox One X Enhanced. We’ll be bringing you more interviews with more developers in the future, so stay tuned to Xbox Wire!
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