http://gamasutra.com/features/20060808/motogp_01.shtml
Sure puts the other launch games in some perspective.
It's a pretty good read. They have some nice technology over there. Their modelling software looks clever too...
It was in early January 2005 that we received our first Xbox360 development kit from Microsoft and were tasked with moving the MotoGP series onto the next-generation of hardware. Over the previous 5 years we’d developed three versions of the game on Xbox and PC but this was the first time the game was going to receive the radical overhaul needed when jumping a generation.
Our Core Technology Group had been writing our tools in preparation for the next-generation of consoles for up to 2 years previously, but most of the game team were coming from PS2 and Xbox projects with little idea of what to expect.
Next-gen buzzwords were everywhere: normal maps, HDTV and HDR were all new and all being touted as the next big thing.
...
All the MotoGP games by Climax have to run at 60fps. It’s a completely non-negotiable part of the project. And so when, in January 2005, we sat down and hammered out the feature set for MotoGP’06 with THQ, the requirement of 60fps was writ large.
Getting launch or near launch titles to run at 60fps is always going to be challenging. You start development on hardware (or sometimes an emulator) that bares scant resemblance to the final product – and final hardware usually only shows up very late in the cycle and even then you’re lucky if you get more than a handful of kits.
In the beginning we planned fastidiously to hit the magical 60 mark, but at that stage we had little idea of the final hardware so our only option was to make all our assets scaleable. We’re lucky that all our tools are built around modelling higher order surfaces and so at a touch of a button we change a bike from 1,000,000 polygons to 1,000 polygons. The same goes for the environment. And our exporters will scale the textures or vegetation to whatever limits we desire. Basically, we thought we had all angles covered.
Now, I’m a console programmer as are most of my colleagues. It’s been 10 years since I released a PC game. This lack of PC experience led us to overlook something that would have been obvious to a PC coder. The single biggest performance drain on MotoGP’06 wasn’t the number of vertices or textures but the number of draw calls.
In November 2005 our game was running at 12fps, with the render loop taking nearly 2 frames.
Sure puts the other launch games in some perspective.
It's a pretty good read. They have some nice technology over there. Their modelling software looks clever too...
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