Angelcurio
Regular
QJ.net has an interview with Chris Charla of Backbone Entertainment about the upcoming Death Jr 2: Root of Evil. I was surprised to see this in there:
QJ: Is there a more relaxed feeling in development with this title compared to the first which was one of the first games to be shown for the PSP?
Chris Carla: Not at all! The new-hardware stress is gone, but that just gets replaced by the desire to see what we can do with the hardware. So, instead of stressing about when you get hardware, you stress in a new way about trying to implement lots of new technical features, like HDR lighting.
QJ: HDR lighting on the PSP? You're going to have to talk about that a little! Also, can you talk about what other kinds of technical enhancements you've made to the game's engine since the original Death Jr?
Chris Carla: Well, we used Renderware on our first game on PSP, and it wasn’t exactly perfectly tuned for PSP. After we removed it for DJ2PSP, we found our framerates hit 90fps… Meanwhile we’d been implementing these kinds of effects on PS3, and we were keeping the runtime features between them in synch as much as possible, so before we knew it, thanks to our fantastic tech staff, we had light blooms, High Dynamic Range lighting, and lots of other lighting and frame buffer effects running in the game. The net result is that we’ve probably got some of the most technically advanced features of any title on PSP at this point, which is pretty cool. We’ve done a lot more than that as well; I think people will be pleased by the tech in the game, and our loading times are still extremely short.
Original Interview: http://pspupdates.qj.net/QJ-Interviews-Death-JR-2-Root-of-Evil/pg/49/aid/61523
This was posted over a neogaf and i found it really interesting. Later on, one of the game devs made an appearance and was explaining how they achieved it, here is a screen comparison he posted over there from an old game build:
You can read the GAF thread here: http://www.neogaf.com/forum/showthread.php?t=114461