Overview
- Naoki Hamaguchi reiterates that moving to multiple systems will not lower the third installment’s visual quality.
- Development is led on PC, with high‑fidelity assets created first and then carefully reduced and tuned for each platform.
- Performance and visuals are scaled per component, with GPU assets pared appropriately, CPU load managed via NPC density, and memory optimized individually rather than to a lowest baseline.
- The team will continue using a heavily customized Unreal Engine 4 to leverage existing tools and modifications.
- The game is already playable and progressing on schedule, with porting handled by a separate unit and a broader update expected in the near future.