It's time to dwelve deeper into the horror filled world of real-time rendering world, where you have less than 33 milliseconds to make your decisions. Your guide into that world of visual deception, Alex -more known under his AlStrong alias on the forums- decided that it was time to kick start back into motion an old Beyond3D tradition, developer interviews.
The first entry in that series renaissance is long talk with Doug Brooks, Visceral Games Technical Art Director, on the Dead Space technology.
Doug candidly reveals quite a few interesting details on Visceral's renderer, including a timed breakdown of each processing parts comprising a single frame of Dead Space 2, or the eye opening fact that eye lashes of characters can be the most processing intensive part of a rendering engine!
You can find the whole interview here.
The first entry in that series renaissance is long talk with Doug Brooks, Visceral Games Technical Art Director, on the Dead Space technology.
Doug candidly reveals quite a few interesting details on Visceral's renderer, including a timed breakdown of each processing parts comprising a single frame of Dead Space 2, or the eye opening fact that eye lashes of characters can be the most processing intensive part of a rendering engine!
You can find the whole interview here.