Big Prey 360 update

Peter Johnson said:
This extra load meant the coding team had to work hard on optimising the code, removing bottlenecks and spreading the load across the three cores at the heart of the 360 to hit our target of a constant 30fps framerate. We have also had one coder, Mick, working for the best part of 6 months using the 360 performance analysis tools to identify the slower areas of code and rewrite, or in many cases replace routines with low-level machine code to squeeze the best from the machine.

Peter Johnson said:
I feel confident in saying that we are now graphically pixel-perfect with the PC version.

For better or for worse... :)
 
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