On FFVII: Remake Textures.

I’m speculating here but I feel as though during developement the team must have been given the PS5 dev kit to work with making it easier to rerelease and port the game in future.

The PS4 is still magnificent yet dated, dare I say, ‘limited’.
To keep the game ‘photo realistic’ the game harnesses a huge draw distance and will always load in order of the following.

- Key Characters (fully rendered)
- Low-Res Area (in full)
- Additives (interactive items, chairs, Shinra boxes etc.)
- NPC’s when within certain distance.
Personally, I noticed the low poly textures only occurred in populated areas and given enough time, whilst stood still, they would eventually load correctly.

It’s as if the development team wanted to you immerse yourself and walk from quest to quest allowing textures to load.
The opposite occurs for confined areas such as the sewers.

The game will load in the following order.

- Key Character
- Immediate Room - (in full)
- 2-3 close rooms that are out of sight and will be empty.
- Triggered Breakables.
- Triggered Monsters (within certain distance)
One of these ‘triggers’ is most noticeable before the bandits fight when heading to sector 7.

Two broke Smoggers are laying around just before a tunnel.

Once you’ve seen the dialogue at the end of the tunnel and come back through the smoggers are ready to rock.
Multiple tactics are used to try and keep the game immersive.

The processing power of the PS4 hindered it but the game is still wonderful.
Oh, just like in the original the game switch’s between key characters models.

I noticed at least 3 different models for each character during filler content.

The close ups, whilst stunning, are loading screens for the next events.

Ok, I’m done.

Thanks for reading. ❤️
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