![]() Our goal is to produce an architecture that would work well on PS3, 360 and PC “explains Parr.Ĭriterion’s method of accurately obtaining the greatest performance from the new architecture is not so much about filaments as such, it is all about parallelization. “From a very early age we made a lot of the right decisions in terms of architecture and software and the way we’re going to approach things, which worked extremely well for us. ![]() And this is where things get seriously impressive, not forgetting the performance levels we see in the final game: the vast majority of the code is exactly the same on Ps3, Xbox 360 and even PC. There is a gaming experience that is the singular focus and the commitment of each member of the Burnout team is that it will be identical regardless of the machine on which you play. This week, Burnout Paradise has evolved once again with the launch of the downloadable update Big Surf Island: a brand new extension to the open world of Paradise City, which you will see presented and explored in a set of exclusive videos together by Digital Foundry to complement this presentation.īut to re-focus the concept of “pragmatism” across platforms, there is no main platform at Criterion, no separate teams dedicated to different consoles. Eighteen months since the original launch of Burnout Paradise, it is still the most technically advanced multi-platform racing game on a console, offering a playable experience that is in all its intentions and purposes identical on both major consoles, and now on PC. We are talking about the evolution of Burnout technology over the years to this point, Criterion’s methodology in its development that challenges the confrontation between platforms. I’m sitting in the AV room at Criterion with Richard Parr, technical director at Criterion Games and senior engineer Alex Fry. It’s not magic, although we might even like to say that it is.” “Let’s just say that you need to be very sensitive! Very pragmatic.
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