Developed by Housemarque
Spiritual successor of Super Stardust HD
5 worlds on launch, online coop
1080p60
<a href="http://www.youtube.com/watch?v=bM-g6Mp-6mQ">YouTube Link</a>
Dem particles
PS+ freebies at the time of launch (ps3, vita, ps4, with additional gifts resogun, driveclub, killzone multiplr online crowd) are playable during 2wk subscription. Then locked until sub is reactivated. Smart PR stunt indeed.Everyone who buys a PS4 (launch PS4?) gets 2 months of PS plus free, so this game will be free for those 2 months you activate PS plus for. MOD EDIT: It's 2 weeks, not 2 months.
We're using compute shaders for a lot of things like the Overdrive particles you see later, the lightning up there - that's all done on GPU. The actual cubes - the physics and the collisions that you see bouncing, the geometry - that's all done on the GPU-side,
"For the ring, it's the same thing as the background but slightly different tech because here we have one 3D texture that's basically one long rectangular prism. We use these bent cubes, or curved cubes - that's a better way of putting it. Every time an explosion happens these are essentially detached from the world.
As our discussion continues, a native 1080p60 is confirmed, with a deferred lighting system in place for theoretically illuminating the scene with hundreds of light sources, but Housemarque is surprisingly restrained in its usage.
"Practically, it would just be too noisy visually," he explains
Resogun has only been in development for 18 months, and the quality of this code - which almost maintains its 1080p60 target - is exceptionally good. For a game that emphasis GPU compute so much, for Housemarque to have come so far so quickly is testament to the skills of its development team. Development of this PS4-specific game must surely have begun on unfinished hardware, and Kruger acknowledges that this is the case. When I suggest that coding for PS4 so specifically on prototype hardware must have been exceptionally challenging, the response is a simple "indeed".
"The entire environment - everything - is built up from these voxels," explains Kruger. "All of the cubes that you see flying around - there's no gimmick, no point sprites, it's not a particle effect, they're actual physical cubes. In gameplay, dynamic cubes with collisions, floating around, you can get up to 200,000. Our engine supports up to 500,000 but in actual gameplay scenarios, it rarely goes over 200K."
Damn. This generation of consoles will be awesome.