• Vik
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    5 hours ago

    naw unfortunately not. It’s kind of crazy that they nestle each individual engine within a wrapper. I’m not sure of this brings the api level to d3d11, or if they had to work to bring each engine up for that. Somewhat explains why MCC as a whole was so difficult to back port improvements to, like configurable FOV and weapon model placements, frame rate unlocking and interpolation, custom keybinds, missing assets and such.

    it’s kind of interesting seeing the player models rendered in UE when you use the customisation menus; everything looks so glossy and odd.