my pleasure Billy
here is a Eurogamer (DF) Tech interview with Bizarre devs.
here is a Eurogamer (DF) Tech interview with Bizarre devs.
snip...
Technically way ahead of its predecessor, and indeed virtually identical cross-platform, Blur uses state-of-the-art technology to create something never seen before - a full 720p HD road racer with support for up to 20 cars on-screen simultaneously, a wide range of dynamic visual effects, plus both online and split-screen support.
Sensational to watch and hugely enjoyable to play, it's clear that Blur is a remarkable technical showcase. Bizarre Creations' graphics programmers Steven Tovey and Charlie Birtwistle were more than happy to discuss at length the story behind the game in a special, extended interview with Digital Foundry....
This new engine, which we've dubbed "Horizon", is what we're using on Blur. So, whereas on PGR4 we would generally spend 15+ms rendering on one CPU, with Horizon we now spend more like 5-8ms doing rendering across all cores/SPUs simultaneously, and we're rendering a lot more stuff than we ever did in PGR.
Getting our render code small enough to fit into the modest memory you have on a PS3 SPU was certainly a challenge, but was essential for decent performance on PS3....
Digital Foundry: You've talked in your previous tech presentations about your "free" lighting system with the SPUs in Blur. Surely there's no such thing as a free lunch when it comes to rendering! What's the secret?
Steven Tovey: [Laughs] "Free" was probably a bad choice of word to put in those slides in retrospect. Of course nothing is free; you're always paying for it somewhere. What I meant was, the lighting didn't add any time to the length of the frame as it's performed in parallel on the SPUs with other non-dependent rendering tasks.
..snip more