[XOne] Need for speed: Hot Pursuit

Discussie in 'Games' gestart door Flavourlicious, 15 jun 2010.

  1. koennn

    koennn Science Fiction Fan

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    Hoop wel dat ze de game weer zo goed gaan ondersteunen zoals dat met Burnout Paradise het geval was.
     
  2. MetalSonic

    MetalSonic MetalSonicNL

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    :)
    Ik wil weer de arcade racer zoals die er vroeger was. Heerlijk, kijk er al naar uit. Geen rare fratsen, geen tuning, geen hip hop neger die alles bij elkaar praat, geen free roaming racing.....

    Trailer beloofde in elk geval veel goeds :)
     
  3. snike888

    snike888 Tomatenpuree

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    Nou, dat belooft wederom niet meer als volkomen kut te worden.
     
  4. MetalSonic

    MetalSonic MetalSonicNL

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    :confused::confused::confused::confused::confused:
     
  5. Flavourlicious

    Flavourlicious Game Developer Moderator Redacteur

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    Interview met Alex Fry en Richard Parr over de nieuwe engine:

    The circle is now complete. Just over a year ago, Digital Foundry kicked off its extensive range of tech interviews with the leading lights in game development by talking to Criterion technical director Richard Parr and senior engineer Alex Fry. Last week, we visited the Guildford-based developer to take a look at the new Need for Speed: Hot Pursuit and took the opportunity to meet up with Parr and Fry once more to discuss the latest technological innovations for their new game.

    Need for Speed: Hot Pursuit represents a big departure for Criterion. This is no mere re-skin of Burnout Paradise - the development team has created a brand new engine for the game, with a different driving experience and a new graphical look far removed from their previous title. It's Need for Speed, but more than that, it's classic Need for Speed, brought up to date for the high-definition era with state-of-the-art rendering and physics.

    We'll be talking in more depth about the game soon, and revealing some surprise information on the creation process, but in the mean time, it's transcript publication time: Fry, Parr and Leadbetter in the Criterion war room. This is what happened...

    Digital Foundry: So, you wrote a brand new engine for Burnout Paradise and now it appears you've done it again for Need for Speed. Was there not a temptation to build upon what you created for Paradise rather than re-build from scratch?

    Alex Fry: Yeah. We learned a hell of a lot in Paradise. One of the things you learn when you do a game... from your post mortem, you put together a lot of your experiences: what went well and what didn't go so well and what can you do better. Sometimes what you can do better means you need to make some big changes.

    The biggest change we did was to the threading model for this game, so it's all new. We went from dual threaded which is what Paradise used. We had update and render threads. We dropped it and went back to one thread. The reasons for that were... well, there were several reasons.

    Firstly we wanted to do a 30Hz game that looked stunning and we wanted fast controller latency. With an extra render thread at 30Hz you have serious latency issues so we went single-threaded. So 30Hz... it'll be really interesting to see what your latency measurements come out as. We think latency is pretty good.

    Digital Foundry: It feels good. But obviously when you're playing the game you've got the display lag to factor in and all that sort of palaver. Thus far, from the games we've tested in our features, the record is 100ms for a 30Hz game.

    Alex Fry: We think we might be 83ms... or 100ms.

    Digital Foundry: Fantastic. WipEout at 60Hz is 83ms based on our tests...

    Alex Fry: If we're more than 100ms I'll be very disappointed.

    Digital Foundry: When you're using the latency board and you're counting the frames between LED and action on-screen, there is a bit of a grey area depending on what point during the 16ms window the LED is activated as the frame is recorded...

    Alex Fry: Also, I'm pretty sure the consoles don't reflect the controller state to the game instantly. There's some kind of background processing in the console that gives you the information so it wants a 60Hz frame or it wants a 30Hz frame. I don't think it's instant.

    Digital Foundry: And from what I understand, latency from the Xbox 360 controller itself is at 8ms.

    Alex Fry: Wireless or wired?

    Digital Foundry: Wireless, I gather.

    Alex Fry: We've tried to get overall lag as low as possible. That's one of the reasons for doing the single thread. We played a few games that were 30Hz and they did appear to be dual threaded and they did seem to have a lot of lag. It wasn't a particularly good experience to play. The designers can't have had a particularly good time working with that and making it feel good. We also tried running Need for Speed dual-threaded at 30Hz in the early days, and it was too laggy for us.

    Need for Speed: Hot Pursuit's E3 trailer.Digital Foundry: So, define what you mean by single thread and dual thread. These consoles have a big array of processors on hand, so aren't all games multi-threaded almost by default?

    Alex Fry: You have to use parallelism - you don't have to use threads. A classic way to speed up a game is to run a separate render thread. Your game simulation, your update physics, AI and all of that run on their own thread while your rendering is running decoupled from that in parallel, typically around a frame behind. Sometimes, decoupled it can render at an arbitrary rate and update at an arbitrary rate. In Paradise we decoupled it by a frame, so we always ran a frame behind the update but running in parallel with the next one.

    Digital Foundry: I'm sure it's less of an issue when you're running at 60Hz.

    Alex Fry: It is. Latency is less of an issue and it helps you to squeeze some more out of some pretty tight constraints at 60. With single-threaded we do sequential updates then a render and that's all within the one thread. One of the benefits of that is latency. That's a big deal. Another one is memory. You get an awful lot of memory back because you don't have to buffer.

    When you buffer between threads you need to keep copies of some game state and data to allow it to safely execute in parallel. It adds a lot of overhead. You need to funnel stuff around and if you don't funnel it around you need to have lots of synchronisation. I think between Paradise and this game we must have saved in the order of 20 megabytes of memory. That's an awful lot just by removing that thread and all the buffering that went along with it. Part of our new architecture is about how all of our game modules talk to each other. Basing it on the knowledge we learned, we took the ideas of Paradise and implemented them differently: that’s the new engine.

    Richard Parr: There was a lot of copy and paste from Paradise code where that code was good enough. Whether it's a new engine or not, it's at least a version 2.0 of the Paradise engine, not a 1.1.

    Digital Foundry: It almost sounds like a different engine for a different purpose.

    Alex Fry: That's one way of looking at it.

    Richard Parr: The graphics side of things certainly is new.

    Alex Fry: Put it this way. It's a new architecture but we harvested the best code from Paradise back into the new architecture where it made sense. A good example of this is Black. We harvested a lot of the rendering and physics code from Burnout 3 into Black. It was a completely new architecture, a completely new engine but we re-used a lot of the low-level building blocks to help us make Black. That's still true here. We didn't re-write every line of code. That would be insane.

    Every company takes its good stuff and re-uses it. We didn't take our whole architecture, our whole engine. We did take large subsets of the code and reformulated it into the new architecture. We've always done that. We've taken it all apart completely and put it back together again in a different structure then replaced some bits, written some new bits and re-used some of the good bits but in terms of the architecture, the engine, it's an all-new structure.


    Wat actie erbij:

     
    Laatst bewerkt: 10 aug 2010
  6. jasper15

    jasper15 Active Member

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    Doe mij die blonde maar:thumbs:.

    Herinnert iemand zich deze nog?
     
    Laatst bewerkt: 11 aug 2010
  7. Ic3DFire

    Ic3DFire Active Member

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    Ik kan haast niet geloven dat High Stakes er zo slecht uitzag :+. Ik vond het er toen echt super uit zien. Maarjah, ik kan het me zeker herinneren, heb heel wat uurtjes in High Stakes gestopt :9
     
  8. Tyrant

    Tyrant Well-Known Member

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    WTF hahaha is dat High Stakes? Ik vond dat altijd super mooie graphics 8).
     
  9. MetalSonic

    MetalSonic MetalSonicNL

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    Qua level design is het anders beter dan het design van de gemiddelde race game van nu...

    Racen door de stad=(
    Circuit racing=(

    Racen in exotische landschappen _O_
    Racen door of langs de bossen _O_
     
  10. Ic3DFire

    Ic3DFire Active Member

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    Dat zeker, ben ik helemaal met je eens :). Alhoewel ik het ook wel kan waarderen als ik een beetje kan freeroamen. Maar als het een beetje op de oude NFS games gaat lijken ben ik al blij (NFS1 t/m Highstakes, en misschien porche unleashed + hot persuit 2 ook nog wel :9).

    Ik hoop alleen dat er niet teveel van die onzin dingen inkomen, ik hoef geen boost en al dat soort 'rotzooi' op mijn exotische auto's .
     
  11. Nol

    Nol Pulp Fiction

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    Heb ik ook, gek eigenlijk hè ? We zijn min of meer gewoon verwend, tegenwoordig gaan we al vrij snel klagen over de graphics, terwijl heel veel games er echt mooi uitzien. Misschien omdat het tegenwoordig haast tegen het realisme aan zit, dat de gebreken dan iets meer op gaan vallen...

    Ik kan in ieder geval niet wachten op meer beelden van nfs :)
    Spel lijkt weer zeer vermakelijk te gaan worden.
     
    Laatst bewerkt: 11 aug 2010
  12. Emileu

    Emileu Active Member

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    Gek hoe je mening over graphics zo kan veranderen in de jaren he! NFS was vroeger een game die je maar wat trots aan je vrienden liet zien.

    Toch kan je lullen wat je wil. Die track die je daar ziet is qua bochtenwerk wel tof.

    Meeste tracks in de nieuwe racegames zijn waardeloos.

    Alleen Testdrive Unlimited heeft er nog een beetje iets van weg.
     
  13. strapping young lad

    strapping young lad Active Member

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  14. jasper15

    jasper15 Active Member

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    Wat een wagens, SLS AMG, Panamera.
    Moest ook wel terug keren dat dag en nacht races. Was ook bij hot pursuit. En ik zie in dat crashen ook echt iets terug van een takedown in burnout, dat je nog even ziet hoe die auto kapot gaat, goed punt. Ook heerlijk dat driften van burnout. Dit wordt een top arcade racer. Het ziet er ook erg goed uit.

    Hier nog iets nieuwe limited edition


    Ook als je de politie en de heli ziet. Dat sterrenwacht/radarveld in de woestijn doet mij zo denken aan een circuit in hot pursuit. Kan echt niet wachten. En ik ben denk wel van plan om de limited te gaan kopen. Deze game gaat echt top worden.
     
    Laatst bewerkt: 17 aug 2010
  15. Ic3DFire

    Ic3DFire Active Member

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    Heerlijk die trailers, het ziet er naar uit dat het een echte goede arcade racer gaan worden (zoals NFS moet zijn imo :+). Die LE, ziet er wat minder uit, het zijn 2 auto's die mij persoonlijk weinig boeien. Die 4 unlocks kun je vast zelf ook wel verdienen.
     
  16. AntraXxX

    AntraXxX Bruce Springsteen

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    Gave trailers idd, maar die LE ga ik niet halen. Zijn niet echt auto's waar ik warm van word.
     
  17. Gallardo

    Gallardo De vrolijke strijder

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    Wow dat is echt schrikken. Het spel ziet er in mijn herinneringen toch echt veel beter uit. Ik vond dat echt een prachtige game. Hij heette hier trouwens toch geen High stakes, maar road challenge?
     
  18. BigKabuto

    BigKabuto Well-Known Member

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    Goeie god, dat ziet er echt niet meer uit nu. Gaaf is dat toch , om die oude games terug te zien, dan verbaas je je ineens over hoe mooi de graphics tegenwoordig zijn. :thumbs:
     
  19. Nol

    Nol Pulp Fiction

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    Dat ga je niet menen... Als je een maar een beetje gevoel in je donder hebt voor de machine, dan moet je bij die wagens toch een gevoel krijgen. Duidelijk geen kenner en zeker geen liefhebber :emo:
     
  20. AntraXxX

    AntraXxX Bruce Springsteen

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    Care wat jij er van vindt. :emo:
    Enigste die me wat doet is de Alfa Romeo 8C Competizione van die auto's.

    De rest zoals een Ford Shelby GT500 (2007), Camaro SS (2009) en een Cayman S doet me niet echt veel nee.

    Geef mij dan maar gewoon de good old muscle varianten zoals de 'Eleanor' uit '67 en een eerste generatie Chevy Camaro van '69. Zeker geen liefhebber. _0/
     

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