"Nerve-Damage"
Regular
F.E.A.R. Interview for PS3
In terms of visual enhancements our main goal was to recreate the visuals you would get playing F.E.A.R. on a really high end PC, which I feel Day One accomplished nicely. HDR lighting was added to the console versions. The addition of HDR enhances the look and feel of the environments.
PSU: Which aspect of the PS3's hardware is most exciting to your team?
Chris McCue: I think the most exciting part of the hardware is the SPUs, because that’s where the real power of the PS3 lies. The SPUs have an incredible amount of processing capability but they can be challenging to use because they can only work on small chunks of data at a time. Certain parts of the game engine (such as sound and physics) can be broken up into those small chunks more easily than others (such as AI and higher-level gameplay). I think the full power of the PS3 will start to emerge as developers get more comfortable working with the SPUs and find more clever ways of breaking up their engine, and that is exciting!
PSU: How is your experience with the CELL and the RSX, what are the advantages and disadvantages of the PS3 hardware?
McCue: The major advantage of the PS3 hardware over other hardware is, as mentioned before, the power of the SPUs. Their raw number-crunching ability is superior to anything its competitors have to offer. The major disadvantage is, in my opinion, the complexity of the system. The RSX and the individual SPUs each have their own dedicated memory and each processor has different rules as to which memories it can access and how fast it can do so. This type of arrangement is considerably more difficult to program for than a system like the Xbox 360 where the CPUs are all alike and they each can see all of the memory.