Naughty Dog And Nixxes On The PC Port Of The Last Of Us Part II: “We Take The Steam Deck Very, Very Seriously”

The highly anticipated PC port of The Last of Us Part II is set to launch on Steam on April 3, marking a significant shift in Sony’s approach to its gaming portfolio. Historically, titles from Sony and its acclaimed studio Naughty Dog were exclusive to PlayStation systems. However, the evolving landscape of gaming has prompted Sony to embrace a more inclusive strategy, allowing its titles to reach a broader audience across various platforms.

Insights from the Development Team

In preparation for the game’s release, we engaged in a conversation with key figures from Naughty Dog, including Matthew Gallant, the game director for the Remaster, and Travis McIntosh, the head of tech. They were joined by Jurjen Katsman and Coen Frauenfelder from Nixxes, the studio responsible for the porting process. The discussion delved into the intricacies of adapting a game originally designed for PlayStation hardware to the diverse ecosystem of PC gaming.

When asked about the challenges of porting a game that was developed on PC, McIntosh explained, “While our developers work on PCs, the actual execution of the code occurs on PlayStation consoles. This means that the code is closely tied to PlayStation hardware specifications, making the transition to PC a complex endeavor.” The need for a complete port arose because the original code was tailored specifically for PlayStation’s architecture, which differs significantly from the myriad configurations found in PC gaming.

Katsman added another layer to this complexity, noting that PC gamers often seek customizable experiences that differ from the fixed setups typical of console gaming. “PC gamers appreciate versatility,” he stated. “Transforming a game designed for a specific system into one that can accommodate various hardware configurations is a significant challenge.”

The Porting Process

The porting process itself is multifaceted. According to Frauenfelder, the initial step involves examining the game and its engine. “We assess how assets are built and determine what adjustments are necessary for quality and performance,” he said. This includes considerations for resolutions, aspect ratios, and support for advanced technologies like NVIDIA DLSS 3 and AMD FSR.

As the team navigated the technical hurdles, they discovered unexpected challenges, such as the need for real-time shader compilation on PC. McIntosh highlighted a significant improvement over the previous title, stating, “Nixxes has implemented a system that compiles shaders on the fly, allowing for a seamless gaming experience without long wait times.” This was a substantial engineering effort that had not been a concern during the original PlayStation development.

Embracing Mod Culture

With the transition to PC, the conversation naturally turned to mod culture. Gallant expressed a thoughtful perspective on player modifications, emphasizing that the studio aims to meet players where they are. “We already offer granular difficulty settings and various gameplay options,” he noted. “We want players to have an experience that resonates with them, even if it means tweaking certain aspects of the game.”

He acknowledged that while some modifications might seem unconventional, they reflect the players’ engagement with the game. “We’re thrilled that players love these games and want to interact with them in unique ways,” Gallant added.

Final Touches and Future Aspirations

As the team finalized the port, McIntosh shared that while the core game had been “abandoned” in terms of further changes, new content was being added. This includes the introduction of new characters and gameplay modes that enhance the overall experience without altering the original narrative.

On the topic of user interface and input options, Gallant confirmed that extensive collaboration between Naughty Dog and Nixxes ensured a high-quality experience across various input devices. “We wanted to support a wide range of player inputs, allowing for maximum customization,” he explained. “Accessibility is a core value for us, and we aim to remove barriers for all players.”

As the release date approaches, the excitement surrounding The Last of Us Part II on PC continues to grow, with developers eager to see how the gaming community will embrace this new chapter for the beloved title.

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Naughty Dog And Nixxes On The PC Port Of The Last Of Us Part II: “We Take The Steam Deck Very, Very Seriously”