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Why Sunset Overdrive Can Go Suck A Lemon
By Kakulukia
Posted on 07/14/14
Yesterday, while cleaning up my media center, I found my copy of Ratchet & Clank: Into The Nexus, which I bought sometime before Christmas last year. I had been pretty excited about this game pre-release, what with it being the first "traditional", albeit shorter than usual,...

DAILY MANIFESTO

Uncharted 3 Developed At Full Speed

Posted on Wednesday, January 5 @ 11:26:49 Eastern by


I just finished Uncharted 2: Among Thieves. Wow! That game was great. It looked good, it was fun to play, there was a ton of variety, and multiplayer is pretty cool too.

I'd say I'm about as excited as anyone else about Uncharted 3. Did you see those videos of the house on fire? Naughty Dog co-president Christophe Balestra recently spoke with Edge about the Uncharted engine:

If anyone on the team makes a face like, 'Oh, we're f*cked', then we know we're good.

We have to be uncomfortable. Three weeks before shipping Uncharted 2, we couldn't even fit the game in memory. The day we have no solution to that, that's going to be a real problem.

We shoot for the moon, which is what the artists want to see. We're driven by artists, and it's the job of the programmers to make it fit, in terms of memory and frame-rate. The artists will always go beyond what we have at our disposal, and Chateau [Ed: The house on fire] is a perfect example.

We're at full speed, optimising code specifically for the SPUs. It's a great resource because [SPUs] are extremely fast, and if you optimise they get faster than you ever thought they could be. That's where the quality of our images comes from.


Balestra explained that the PS3 uses a "six-lane freeway" of SPUs. While the first Uncharted only used two, and Uncharted 2 used all six, Uncharted 3 is going to fully capitalize on all six. Balestra called Uncharted 2's use "street car" levels of performance, while Uncharted 3 will be operating "more like Formula One."


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