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F1 CE tech talk interview


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Fant ett intervju med Game Director Graeme Ankers. Han babler en masse teknisk som vi her skjønner lite av. Men interessant er det uansett.

 

Geek Out: F1 Championship Edition Game Director Graeme Ankers Gives Us A Tech Talk On the PS3

 

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As the second wave of Playstation 3 games begins to arrive in stores, one of the titles that Sony expects to show off the power of the PS3 is Studio Liverpool's F1 Championship Edition. Formula One racing isn't exactly our bag, but F1 CE has been looking dead sexy for some time now. To get some insights into what makes this title special, we conducted an e-mail interview with Graeme Ankers, F1 CE's game director. Here's what he had to say:

 

What was the philosophy behind developing F1 Championship Edition for Playstation 3? Which areas did you focus on to demonstrate the Playstation 3's potential, and where did you decide to hold back for future iterations?

 

The philosophy we adopted and the goal we set for ourselves was to deliver a true next gen experience of Formula One gaming. For us, this was all about putting the player into the cockpit of a single-seater, open-wheel race car capable of top speeds of over 220 mph and getting them to experience lightning-fast, wheel to wheel racing on some of the most famous race tracks in the world against 21 opponents in all weather conditions. The Playstation 3 has enabled us to focus on key areas such as the incredibly varied and detailed damage model, gorgeous HD graphics, lifelike AI behavior and captivating gameplay.

 

One of the key challenges you face when developing a game for Playstation 3 is making sure everything in the game consistently hits the high benchmarks you've set yourself. For example, it becomes very noticeable when your car looks amazing, but the spray coming off the wheels in the rain doesn't look quite right. We put a lot of effort into making sure every element of the game was of the absolute highest quality possible and it's one of the achievements we as a development team are most proud of. We have learnt an incredible amount about the Playstation 3 architecture while developing F1 Championship Edition and we are currently taking that knowledge forward into new features and technology for future games.

 

How difficult was it to get 22 cars on the track at that level of detail?

 

Actually, it was not as difficult as you might think--especially considering that just one of the Playstation 3 cars we have in F1 CE requires the same memory budget as all 22 cars combined on the PS2 version! We made some educated estimates at the start of the project about overall memory and polygonal budgets for the cars and the tracks and they all turned out to be pretty accurate. It obviously helps that we've been making F1 games since 2001. We also already had a very advanced technology platform and data pipelines for our art assets in place. So even though the new car models were incredibly detailed and much more complex, as they incorporated the advanced damage system, we got all 22 of them into the game fairly smoothly.

 

I remember taking the latest demo code over to Japan for Tokyo Game Show back in September and the reaction to the graphics and the damage was incredible. On the last day of the show my producer called me from the UK and told me that I had to see the latest version of the code back at our studio in Liverpool. When we arrived back, he booted up the latest version of the game which included the new car reflections in the wet track at the full framerate. It was fantastic to see all 22 cars on track with full reflections from each one on the wet track surface--that was actually one of the last main graphics features that was included in the game.

 

The rain effects are pretty spectacular. Without getting extremely technical, tell us what's going on underneath the hood to make that effect possible. How is it different from rain effects on the PlayStation 2?

 

The rain drops you see are image processing effects that utilize the hardware's extremely powerful SPU's for a physics simulation to calculate the movement of the rain droplets based on forces/velocities per pixel. What this basically means is that as you drive around in the rain, the game calculates the speed and forces on the car to move the rain drops accordingly on your visor, down to a per-raindrop level of detail. You also notice the splashes that the raindrops leave as they hit the tarmac and this is done using the landscape collision system - again, running on the SPUs - to calculate individual positions for each splash.

 

This effect was simply not possible on the PS2. On PS2, we had to use a plane with a rain texture in front of the screen. On Playstation 3 we accurately simulate heavy rain conditions which give us incredibly realistic results and this also directly feeds into the gameplay. You really have to think about where your car is on the track in the rain and where your opponents are, as the visibility is sometimes reduced to virtually nothing--just like what real F1 drivers have to contend with in those conditions.

Are these visual effects being shared with other Sony studios, or will they remain unique to F1 CE? Does F1 CE share any tech with other released or forthcoming first-party titles?

 

The Playstation 3 has created an unprecedented climate of studio cooperation within Sony Computer Entertainment Worldwide Studios. The F1 CE development team has shared technologies and experience with many internal and first-party development teams around the world, including full support from the Worldwide Studios Advanced Technology Group.

 

This is a trend we expect not only to continue, but to greatly expand as the Playstation 3 platform matures. The rain effects in particular and other aspects of the F1 CE game code are currently being prepared for other first-party development teams that have requested them.

 

Please detail how F1 CE is using the Cell processor's components, the PPU and the seven SPUs. (Example from an actual launch title: PPU for game logic; SPU 1 and 2 for shader effects; SPU 3, 4, 5 for PhysX physics simulation; SPU 6 for particle effects; SPU 7 for audio. Also SPUs 1-5 used during loading to reduce load times.)

 

We don't really use the concept of reserving certain SPUs for specific tasks. Instead we employ the concept of prioritized job lists that are executed by the SPUs whenever one is available. We use the SPUs for the following jobs: audio effects, particle system, physics (landscape collision, narrow phase and collision resolution), rain effects (rain droplets and rain splashes) and various render side jobs. The game logic is driven largely by the PPU. We use the SPUs together to collaborate on working through each frame that's displayed by the game. The SPUs are extremely versatile so they can be used to accelerate any in-game system.

How is F1 CE using the RSX graphics processor? Do the Cell and RSX work together on any part of the graphics pipeline, and if so, which one?

 

The SPUs are heavily involved in the graphics pipeline and do an enormous amount of work to eliminate inefficiency before anything arrives at the PPU and RSX. For example, the SPUs are powerful enough to decompress and check every triangle [polygon] before passing it on to the RSX. Triangles that are facing away from the player, or that are not on the screen can be 'trimmed' away by the SPUs, which hugely reduces the amount of redundant work sent to the RSX. This in turn lets the RSX get on with what it does best--drawing stuff on screen.

 

The SPUs can also be used to augment the RSX vertex shaders, making far more vertex-heavy tasks possible which is very useful for character animation. Additionally, the SPUs can be used to implement behavior very similar to geometry shaders--F1 CE uses them in this way to render seamless interpolated levels of detail for some scene elements. So in answer to the question "Do the Cell and RSX work together?" the answer is a resounding "Yes," and I think this is one of the real strengths of Playstation 3 that we'll see increasingly exploited by development teams going forward.

 

Where did the idea to use the PSP as the gamer's rear view mirror come from? Are there other uses for the PSP when playing the Playstation 3 version?

 

The basic idea came from the lead designer very early on in the project. There are other uses, we are still working on this code and hope to talk more about it soon.

 

When and why did you switch from using high-end network PCs to Playstation 3 development kits to handle your data pipeline operations?

 

We switched as soon as the first Playstation 3-spec data assets started coming from the artists, which was fairly early on in the project. This wasn't a moment too soon, as our PCs really started to struggle with the data, even at this early stage. Although we could move and store the files, processing them became horrendously slow--we also had more variations of the tracks than ever before, with different lighting for different times of day, which exaggerated the problem further. For example, we pre-calculate visibility information before we load the track, which involves us rendering the entire scene from virtually every possible viewpoint on the track. We originally started doing this with a small number of networked PCs running overnight, but with the Playstation 3-spec geometry we couldn't speed this up further even by adding more networked PCs.

 

We tried using the idle time on the programmers' and artists' PCs, but simply couldn't get them to generate robust enough results. As we were also using very complicated shader pipelines that the PCs had to emulate, everything slowed to a crawl. PCs have a bottleneck when trying to read back data from GPU memory and this can be catastrophic for parts of the build pipeline that depend on this behavior. So we took the unprecedented step of building a custom solution featuring seven Playstation 3 development kits linked together to do the calculation required, and this resolved all of our problems in this area. We were now able to generate all the visibility information required for a track in less than 20 minutes, with the added bonus that we could use the same code as the game to do the rendering!

Are there any techniques that F1 CE uses to create a sense of speed that are different from or would be impossible on the PS2?

 

I guess the obvious one is the motion-blur. The motion-blur on F1 CE is calculated on a per pixel basis and this would be nigh-on impossible on PS2 at any usable frame rate. Another big surprise when we moved to Playstation 3 was how much displaying the game in high definition helped the sense of speed--you can see farther, and everything looks more detailed, so when you add the motion blur, you get a very real sense of the world racing by at 220mph!

If there's one area on which you would choose to focus your development efforts for the sequel to F1 CE, what would it be and why?

 

There are many areas we are already focusing on for the future, but I honestly could not pick one individual component. We really are excited about what we can do in the future with our current Playstation 3 and how much further we can push it in the years to come.

 

Kilde

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Videoannonse
Annonse

4/10 i EDGE betyr altså ca 7-8 på ign. VI får heller vente å se hva andre spillblader og nettsteder sier. Uansett så er vel alt teknobabelet som du kaller det ting som angår grafikken i spillet. Og den ser da utrolig bra ut.

 

Klikk for å se/fjerne innholdet nedenfor
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Vel det viser ivertfall at teknologien på grafikken er i boks. Å det virker som den er ganske så nydelig. Men er ganske spent på denne tittelen. Håper på demo før eventuelt kjøp av denne tittelen.

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Er demo ute på PSN i amerika. Sikkert her også.

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Beklager å måtte si dette men spillet er virkelig ræva.

 

Jeg spilte det selv på gameplay 2006 i Utrech i Nederland, og før du fikk spilt det fikk du se en del gameplay trailers på storskjerm og traileren av F1 var utrolig rå. Spillet var super lekkert og jeg stod og måpte og gledet meg til å prøve det.

 

Etterpå fikk vi testet det, og spillet var langt fra så bra grafikkmessig når du spilte som det traileren viste. Faktisk var det langt under grafikken jeg forventet og det var et ok F1 spill for de som er interressert i F1 spill, men absolutt ikke forvent en grafisk storhet som kan brukes til å vise frem "the power of PS3" fordi det kunne like godt vært et PS2 spill med god grafikk.

 

At det fikk 4/10 i Edge kommer ikke som noe sjokk, da jeg ville heller aldri gitt det en bedre karakter selv.

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4/10 i EDGE betyr altså ca 7-8 på ign.

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:!:

 

Så Supreme Commander får då altså 15-16 det då på IGN, sidan EDGE gav det 8 ?

Unnskuld - men det der var noko av det mest morosame eg har lest på ei stund :)

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haha, nei men 4 i edge er middels bra. Men 4 på ign er dritt dårlig. Fatt no det!

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Poenget var at om spillet hadde fått 4 i IGN så hadde vi vist at spillet suger balle, men 4 i EDGE er ikke så dårlig! Tar det slett ikke tungt.

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Uansett så er 4 i EDGE langt ifra bra. Det er vel denverste PS3 spill scoren der hittil.

Endret av Enduro
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Kan umuleg vere dårlegare enn Gundam. :p

Det er typisk for Formula 1-spel å ha ei blanda mottakelse; det er ganske enkelt ikkje alle som synes det er like kjekt å kjøre nær identiske baner oppatt og oppatt.

Har høyrd fartsfølelsen er enorm i dette spelet dog, og det visuelle grenser til det reint ekstreme.

Skal testast, kanskje kjøpast. :)

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dette er heile grunnen til att eg kjøper ps3, ivertfall den største grunnen..

 

dette spillet vil levere..dei som seier dette spillet er rævva har ikkje peiling på f1 spill...studio liverpool har jobba med f1 spill sidan 2001 og dei lager gode f1 spill, dei har med andre ord erfaring på feltet og veit kva f1 gamere ser etter og setter pris på i spilla, electronic arts lagde f1 spill i sinn tid og det var et helv''tes makkverk av dimensjoner..makan til dritt skal du lete lenger etter..

 

spilla til studio liverpool har blitt bedre og bedre med åra. f1 06 til ps2 var det beste f1 spillet til no.

 

ps3 versjonen vil eige og det skal i hus..uansett..!!

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