Page 1 of 2 12 LastLast
Results 1 to 20 of 27

Thread: WipEout Fury tech interview on Eurogamer

  1. #1
    Join Date
    Jul 2009
    Location
    Birmingham, UK
    PSN ID
    stever
    Posts
    39

    Default WipEout Fury tech interview on Eurogamer


  2. #2
    Join Date
    Jul 2009
    Location
    Beverly Hills, Australia
    Timezone
    GMT + 10
    PSN ID
    Haywire_Guy
    Posts
    81

    Default

    Awesome thanks for this, the interview was pretty interesting =D

  3. #3
    Join Date
    Jan 2009
    Location
    Norway
    Timezone
    GMT + 1
    PSN ID
    okam--
    Posts
    185

    Default

    Great find, very interesting indeed. 8 months to port a track from PSP into HD, wow!

  4. #4
    Join Date
    Nov 2008
    Location
    Warren,RI,USA
    Timezone
    GMT -5
    PSN ID
    abukii
    Posts
    557

    Cool

    Excellent interview. Thanks for sharing. I especially like the quote from SL : "We usually dont try to max our engine, but thats usually what happens when we do anything..." LoL-- Best line ever!!
    (Not an exact quote, but you get the idea).

  5. #5
    Join Date
    Jan 2009
    Timezone
    GMT -5
    Posts
    678

    Default

    Thanks for that - was a very interesting read.

    So those weather effects so many of us desired - were too difficult to implement.

    Whhhierd. My PSX didn't have much trouble in doing so.

    You know - if it took 720P to get my weather effects, time of day effects (night / dusk, ect...), Wipeout / XL / 3 / 3SE tracks on screen again - that's a compromise I'd be happy to make.

    I'm not sure I'd even consider that a compromise.

  6. #6
    Join Date
    Nov 2008
    Location
    Warren,RI,USA
    Timezone
    GMT -5
    PSN ID
    abukii
    Posts
    557

    Default

    I dont think they were saying weather effects were too difficult, I think SL said that they would have to sacrifice ammounts of polygons to incorporate them because of the way the engine is set up to run off the GPU and SPUs.

  7. #7
    Join Date
    Jul 2009
    Timezone
    GMT + 1
    PSN ID
    tileon
    Posts
    61

    Default

    It looks like it's in English but I don't get a single word of what they're talking about.... nice though.

  8. #8
    Join Date
    Feb 2009
    Location
    Sweden
    Timezone
    GMT + 1
    PSN ID
    Golgofier
    Posts
    95

    Default

    Thanks stever! Very interesting, if a bit to technical for me to understand all of it. This part about tearing was especially enlightening:

    On some televisions you can see that the tearing is actually present all the time in the top few pixels of the screen. This is due to the software v-sync implementation used in WipEout HD - this is not 'framing out', it's just missing the true v-sync by a few pixels.
    I see this on my 1080p set and have wrote it off as a problem with my particular TV, good to hear it's "meant to be that way"

  9. #9
    Join Date
    Oct 2006
    Location
    Upstate NY, USA
    Timezone
    GMT -5
    PSN ID
    Frances_Penfold --ofw--
    Posts
    923

    Default

    Very fun read-- thanks for making us aware of this, Stever

  10. #10
    Join Date
    Dec 2002
    Location
    Torrington, CT USA
    Timezone
    GMT -5
    PSN ID
    AG-Wolf
    Posts
    1,201

    Default

    wait so running WOHD at 720p will actually improve a lot of the effects? did I read that wrong?

  11. #11
    Join Date
    Jan 2009
    Location
    Ontario, Canada
    Timezone
    GMT -5
    PSN ID
    TehRedScar
    Posts
    632

    Default

    This is without doubt the most commonly asked question: why do we not have tracks from the PS1 era? The answer is pretty simple really, we don't have the art assets readily available for the PS1 tracks and as a result the amount of work required to recreate them for HD would not be cost effective. We have 30-plus tracks from the previous PSP versions that we can choose from all of which provide us with the assets required, [but] even with these assets it still takes the art team eight months of solid effort to get one HD/Fury track to look like it does.
    Wow, that's intense o.O
    It makes me sad though, since that means our bid for the next DLC "More Stuff" is gonna take another while, even more if we want pre-pure tracks.
    I don't understand some parts of the article, but I know its all hardcore work so SL take your well deserved break

  12. #12
    Join Date
    Feb 2002
    Location
    florida
    Posts
    9,850

    Default

    That was a damned good interview. Very informative. Thanks for the link.

  13. #13
    Join Date
    Nov 2008
    Location
    UK
    PSN ID
    PLazarou
    Posts
    115

    Default

    Quote Originally Posted by IH8YOU View Post
    Thanks for that - was a very interesting read.

    So those weather effects so many of us desired - were too difficult to implement.

    Whhhierd. My PSX didn't have much trouble in doing so.

    You know - if it took 720P to get my weather effects, time of day effects (night / dusk, ect...), Wipeout / XL / 3 / 3SE tracks on screen again - that's a compromise I'd be happy to make.

    I'm not sure I'd even consider that a compromise.
    I dunno. I've run HD in 720p before and it's nowhere near as awesome. I'm sure they can find a way of doing weather at 1080p. The most obvious way is for it to be track-specific like Pulse. If you could select your weather across all tracks, this would involve a vast amount of optimisation.

    But if they just worked on an HD Fort Gale, they could easily maintain the rain effects during the upgrade of the track assets. It could mean that the detail in the track environment was slightly less ambitious than other tracks, but it would keep the performance in order to have rain.

  14. #14
    Join Date
    Jul 2007
    Location
    Montréal
    Timezone
    GMT -5
    PSN ID
    Darkdrium777
    Posts
    4,553

    Default

    Quote Originally Posted by AG-wolf View Post
    wait so running WOHD at 720p will actually improve a lot of the effects? did I read that wrong?
    The only difference between 1080p and 720p is the way the aliasing is smoothed out. It's done better in 720p.

    I'm one of the people who noticed real-time shadows from spotlights! \o/
    Though there weren't many lights that did it pre-2.00, the new Fury tracks have it full lenght! And yes, lighting does look better now. Downside of Fury tracks is that there is no bloom for bomb explosion, though this is probably because of the increased polycount.
    On the other hand, you introduced a new way of optimizing. Pre 2.00, the full track was rendered at all times (without LOD, only draw distance on some objects, quite impressive!), but now only a part of the track (The one you are in) is rendered. I suppose this is to compensate for Eliminator straining the engine. Unfortunately that new draw distance setting makes for some pop-in issues on some objects Though not many people have noticed, and really it's only just a few small things in certain very specific situations.

    Interesting interview

  15. #15
    Join Date
    Sep 2008
    Location
    Liverpool UK
    PSN ID
    Crobweb
    Posts
    45

    Default

    Quote Originally Posted by Darkdrium777 View Post
    Unfortunately that new draw distance setting makes for some pop-in issues on some objects
    Hmm - the PVS system hasn't changed - there shouldn't be any pop in unless you managed to launch yourself skywards through a hole in the collision mesh somewhere

  16. #16
    Join Date
    Mar 2009
    Location
    B.C. Canada
    Timezone
    GMT -8
    PSN ID
    Vartazian
    Posts
    744

    Default

    I did that once crob, And I got lot of Screenies to prove it!

  17. #17
    Join Date
    Jul 2007
    Location
    Montréal
    Timezone
    GMT -5
    PSN ID
    Darkdrium777
    Posts
    4,553

    Default

    Unfortunately Vartazian having screenshots is impossible in 99,9% of the cases of pop-in issues I think, as in Photo Mode all the objects are rendered again. I tried on Vineta-K, the easiest track to get out of, and in-game when you're outside of the track you don't see anything but the small section you're near to, however when you enter Photo Mode the whole track is rendered again just like it was pre 2.00

    Crob: I will invite you to ride the overpass on Anulpha Pass until almost the very end, and jump off just before the end while looking at where the start line LCD panel is. POP! That's one of them, I reported others I found here, though some predate 2.00. My remark in the Edit I made is inaccurate though, some tracks do not have pop-in under normal circumstances (I think Chengou and Metropia are some of them, though I'd have to check back to be certain.)

  18. #18
    Join Date
    Jun 2009
    Location
    Germany
    Timezone
    GMT + 1
    PSN ID
    brummpahh
    Posts
    48

    Default

    Hi m8s,

    great link. Thanks 4 that.

    In the interview SL says 60fps is the most important
    for a fluid gameplay. Since 2.00/2.01 this is not the case
    anymore. No prob to have repetitive framedrops at start
    situations, or other situations with heavy GPU-load.

    Obviously they had to deliver at a given date. Developers
    fate. My fate as a customer is to wait for 2.0x or what it takes to make it fluid again. Maybe they will say it won't be cost effective to fix it. Like the making of the old legendary Psygnosis-tracks. (Fans surely would spent a fair amount for a BluRay full of these...)

    Hope never dies,
    brummpahh

  19. #19
    Join Date
    Dec 2007
    Location
    England
    PSN ID
    Heasmo
    Posts
    7

    Default

    Quote Originally Posted by Darkdrium777 View Post
    Downside of Fury tracks is that there is no bloom for bomb explosion
    Nothing's changed as far as I'm aware. Can you explain further ?

  20. #20
    Join Date
    Jul 2007
    Location
    Montréal
    Timezone
    GMT -5
    PSN ID
    Darkdrium777
    Posts
    4,553

    Default

    When a bomb explodes on the HD tracks, a temporary bloom effect is used. On the Fury tracks, this is absent.
    Can't explain further, if you don't know what bloom is look it up.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •