Yay semi hyperbolic thread title. (But knowing how Gaf works it should bring in more people than a flat title would )
But it's an interesting Digital Foundry interview for fans of the game and tech heads who like to read the more in depth stuff on games like this.
Some fascinating info is shared.
Rest of the interview on their Site
But it's an interesting Digital Foundry interview for fans of the game and tech heads who like to read the more in depth stuff on games like this.
Some fascinating info is shared.
In an age of cross-platform development, console exclusives are somewhat thin on the ground, and especially so on Xbox 360, where Microsoft has scaled back first-party studios, occasionally paring back on in-house engine development in favour of third-party middleware - so much so that the next Fable title is running on Unreal Engine.
A glorious exception to the trend is RedLynx's phenomenal Trials Evolution - a game designed from the ground up for the 360 hardware by some of the most respected developers in the business and available now on Xbox Live Arcade, and earning an impressive 9/10 Eurogamer review score.
In this special deep-dive Digital Foundry tech interview, we go head-to-head with RedLynx's Sebastian Aaltonen (aka sebbbi) to discuss the lessons learned from Trials HD, to get the thinking behind the ambitious Track Central editor, and to uncover the full story on the rendering improvements that power one of the most technologically advanced titles we've seen on the Xbox 360.
Virtual texturing, lighting, resolution, anti-aliasing, post-processing technology, GPGPU techniques - read on to discover why Trials Evolution isn't just a gameplay masterpiece, but also a technological showcase for cutting-edge Xbox 360 game development.
Rest of the interview on their Site