Talking about the E3 trailer:
"The trailer was made by selecting a bunch of in-game moves/cool things, then those frames making up those bits were output at 1080p from the engine. These are then all stuck together in a editing and post-processing package to look like a movie trailer.
But fundamentally the 'render' itself was in-game, so you can see the shadow issues in certain frame where the in-game shadow map resolution optimizer doesn't do its job.
Talking about the FPS of Heavenly Sword at resolutions of 1080p:
Talking about the FPS of Heavenly Sword at resolutions of 1080p:"If you split the demo into 2 sections (interior and exterior), the interior runs real-time quite happily at 1080p. The exterior struggles a bit but more because we just kept adding more and more till it looked right without going through various optimization passes then anything else (i.e. the flags are really expensive at the moment due to a quick implementation)."
Asked about XBOX 360 development:
"Wrong next-generation console for me…"
Asked if soldiers from E3 trailer each had their own AI and animations:
"Yep, they are simplified entities but still have basic AI (they can avoid things, stay in formation etc., they try and jump out of the way of the bazooka if you look carefully...) and use the normal animation system, they are even the same models, the LOD system handles it transparently. They also turn into Havok rag dolls for a decent death.
Currently they are all on a single processor core, so the frame rate drops pretty sharply at high number of entities... but this should go away once we have had a chance to work the machine properly…"
Asked if soldiers from E3 trailer each had their own AI and animations:
"Yep, they are simplified entities but still have basic AI (they can avoid things, stay in formation etc., they try and jump out of the way of the bazooka if you look carefully...) and use the normal animation system, they are even the same models, the LOD system handles it transparently. They also turn into Havok rag dolls for a decent death.
Currently they are all on a single processor core, so the frame rate drops pretty sharply at high number of entities... but this should go away once we have had a chance to work the machine properly…"
Asked if the final product will look like the E3 trailer:
"Yep"
Asked about the odd hair color of the main character:
"All down to our Special Effects
(In case that pun is to obscure, Special Effects is brand of 'punk' hair dyes)"
Asked if the E3 trailer was running on one core:
"We haven't yet made the jump to a multi-thread game architecture yet. Almost everything sits on a single thread…"
Asked about advantages when game is split onto the SPEs:
"Graphics and frame rate are the low hanging fruit. Just threading up the animation system and procedural graphics (hair, cloth, flags etc.) will gives us a large amount of CPU time back for the game. The army need this the most.
Longer term, Physics and AI services are obvious candidates.
As for what improves?, that's a good question. The priority is to move the heavy weight stuff off the main game thread, hopefully doing this will provide lots more time for the game code. That should improve the gameplay in lots of ways.
Whether we will achieve all this and keep the code easy to develop with is the big question. Lots of designers and coders (especially the more junior members of the team) aren't used to dealing with threads, DMA and C like code. Keeping a balance between the high level and the harder stuff is the biggest challenge. I don't want a level designer having to worry about threads but at the same time don't want him/her coding in such a way that its totally serialized…"
Being asked about the hair being clumpy:
"Its part of the concept art, long dreadlock thing.
It will get smoother in time (less visible segments) and material shader still need work IMO."