A Look At the Tech Behind Burnout Paradise 44
Eurogamer sat down with Richard Parr and Alex Fry of Criterion Games about the evolution of the technology behind Burnout Paradise , and how they engineered a complex, open world across multiple platforms. "Criterion's method of exacting the most performance from the new architecture isn't so much about threading as such, it's all about parallelization. Rather than lump different game aspects onto different threads (where massive latencies can build as each processor waits for the other to finish its work), game code is highly optimized to make use of what processors are available at any given moment on whatever target hardware, and by choosing the all-important balance points, the experience is like-for-like on all platforms. High-level management code that is unique to each platform then processes the game code according to the hardware that is available." The first part of their Q&A session has also been posted.
Re:Oops (Score:3, Funny)
thats all nice and good.... (Score:1, Funny)
Re:thats all nice and good.... (Score:5, Funny)
i dunno what it actually means except from what little was stated above but anyway.
It means they've found a way to affect a paradigm shift by developing synergy and fostering a team environment.
Re:If only they'd mastered some OLDER technology (Score:4, Funny)
No...they can be in your house. They just need another system + TV + Network Connection.