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The Almighty Buck Entertainment Games

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.
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A Look At the Tech Behind Burnout Paradise

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  • Meh (Score:4, Insightful)

    by ubrkl ( 310861 ) on Thursday June 18, 2009 @06:52AM (#28371747)

    This is more like an ad for their new DLC. TFA is very light on technical details.

  • by Edgewize ( 262271 ) on Thursday June 18, 2009 @07:53AM (#28372093)

    The interview (as opposed to the article) is at least a little more interesting.

    There is nothing fancy here but he is trying to explain about the distinction between between running five tasks at once (a classic "threading" model), and splitting one task into five work units.

    Many common threading models in video-game engines do not reduce latency; eg, "render thread", "audio thread", etc. You get a big win from doing two or three threads, but after that your physics takes an entire frame, or your rendering takes an entire frame, and you bottleneck. No matter how many more CPU cores you throw at it, those fixed number of threads are not getting any faster.

    Nine women can't deliver a baby in one month, etc etc.

    Hardly groundbreaking, but still a nice achievement given the state of most video game engines out there today. Burnout Paradise runs at 60hz with very low latency between input and screen. That's worth some kudos.

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