Sunday, 28 November 2010

Bioshock Infinite development is PS3 focused and uses Uncharted 2 tech

Bioshock Infinite is Irrational Game’s massive undertaking that has pushed the studio to rebuild its engine from scratch. As detailed by Irrational, the new engine which was built with the PS3’s architecture in mind also uses tech seen in Uncharted 2.
PlayStation 3 320GB System with PlayStation Move BundlePlayStation 3 320GB System with PlayStation Move Bundle
The studio decided that the engine used for Bioshock 1 and 2 was not powerful enough to build the floating city of Columbia. Chris Kline, technical director of Irrational Games recently wrote:
We started out by taking a look at the original BioShock engine, and very quickly realized that the tools in that engine were too underpowered and unwieldy for the depth and complexity of the gameplay and narrative we had planned —
The studio built a heavily modified version of the UE3 to fit their needs from scratch. In order to do this the studio looked at implementing tech based off Deferred Lighting which is used by many Sony first party games like Uncharted 2, Killzone 2, and inFAMOUS 2.

PlayStation 3 160 GBPlayStation 3 160 GB
Kline writes:
To meet the aesthetic goals of our art team, our rendering gurus had to write a whole new renderer for BioShock Infinite based on Deferred Lighting (a technique used in Uncharted 2, CryEngine3, and Killzone 2), and on top of that they’ve developed a proprietary per-pixel dynamic relighting scheme that allows characters and dynamic objects to receive global illumination.

PlayStation 3 160GB Amazon Family Bundle w/ Ratchet and Clank: A Crack in Time and SingStar Dance Party PackPlayStation 3 160GB Amazon Family Bundle w/ Ratchet and Clank: A Crack in Time and SingStar Dance Party Pack
According to Kline, Deferred Lighting allowed the team to move away from only utilizing the PS3’s GPU and onto the seven dedicated SPUs for rendering. Many of Sony’s first party studios have been using this strategy to offload most of the rendering aspects to the PS3’s SPUs on the Cell processor.

PlayStation Move Starter BundlePlayStation Move Starter Bundle
Kline quells any concerns over a sub-par PS3 port of Bioshock Infinite by revealing that the new development process is based off the PS3’s architecture.  He also indicated that the engine has been optimized for the PS3 while giving a performance boost to the PC and Xbox 360.
He says:
So instead of declaring a "lead platform" and porting the game to the others, we’ve instead changed the game engine so that all platforms look (to a programmer) more like a PS3.
This means implementing a task-oriented task processor

PlayStation 3 120 GBPlayStation 3 120 GB

No comments:

Post a Comment