you can find much more here http://www.dualshockers.com/2014/03/21/the-order-1886-fantastic-screenshots-and-renders-and-new-details-on-the-engine-emerge-from-gdc/ "We learn that work on The Order: 1886 began in early 2011, and it originally only had two graphics programmers. Now the team has five. The game employs a total of about 100 developers.The latest version of the in-house engine used by Ready at Dawn is compatible with DirectX 11 and PS4, but its heavily geared towards PS4, and it includes physically based rendering from the start. it also involves fine-grained task scheduling, Low-overhead, multithreaded command buffer generation and relies on the PS4 Secret Sauce (no, Im not inventing this one)."The memory is allocated in the following way (MiB doesnt stand for Men in Black but for Mebibyte, which is pretty much an equivalent of a Megabyte used in technical literature):2 GB textures budget128 MiB sound budget700 MiB level geometry600 MiB character textures250 MiB global textures (FX, UI, light maps, etc..) -Even characters have lightmap data700 MiB animationWe also learn that Environmental art is mapped at 512 pixels per unit and standard environment tiling textures are 1024×1024 pixels.More (and very technical) information can be found directly on the slides of the panel, that can be downloaded here http://mynameismjp.files.wordpress.com/2014/03/rad_gdc_2014.pptx The slides also includes some extremely interesting pictures, starting with an environment in four different lighting conditions: