Did they ever explain why they changed the main character?
Did they ever explain why they changed the main character?
This game needs AA so badly, really hope for MLAA, but probably it will be too expensive on their SPU schelude.
That seems like a conflicting idea with other suggestions that they used a multiplatform engine and not a "tailored" engine for the PS3.
Is it known that they used the SPU's alot?
How do you find out if MLAA is in effect or not in a bullshot?
I remember seeing some of those shots from the trailer (the one Cole is running away from the chopper).
Q: Just how destructible will the environment be?
Brian Fleming: It's sort of like the rule for climbing, which is what looks like you should be able to climb on it, you should climb on it. So what looks like should break, we want to break. There's always going to be a line. We can't have you break the ground. We can't have you break the entire church. So there's always going to be a line. The thing that actually limited us more was the technical realities of making everything break, and we've dramatically increased the design of our breakable system such that we could support something like those verandas in high density areas. You're talking about thousands and thousands of individually breakable items. We designed the verandas and we did a demo to the team everyone was like, these are great! And the engineers are all like, oh my fucking God! That's our job, is to make stuff breakable.
Q: What about AI simulation? That takes a ton, doesn't it?
BF: It does. The things that move over really well, to get really geeky here for a second, are better done in batch, and that need fairly linear or simple access to memory. So, take for example, processing all the particle systems - Pretty simple, pretty linear. This particle system doesn't depend on that particle system. This particle system doesn't need to access a lot of memory to figure out it's just exploding and moving all these things. At most it might need some simple collision to figure out where the sparks bounce. Compare that to AI, which needs to do a lot of high-level reasoning, potentially access a lot of memory to figure out what spaces are available, to find out proximity to other objects so that I know if I want to step right, I need to know about you and you and I need to know about the environment, it's a lot of memory access. It's very, very bad for the SPUs, because the SPUs tend to be these big pipelines that you just want to cram information through. So post-processing a rendered frame, very, very much suitable for the SPUs. Less so on the AI stuff.
Q: Is there potential for you to continue to get more out of the PS3 throughout the rest of its life cycle, which is perhaps ten years?
BF: I think so. At some point everybody figures out most of the big stuff. But we're still figuring out big stuff. There was a check-in today, okay - I sent a mail about it - that was great. There was a big improvement in the performance of our light renderers - that was another thing we figured out, today. Bill Rockenbeck [programmer] back at the office - kudos to Bill by the way - he made a great check-in today taking advantage of some new stuff that we hadn't figured out before.