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The Tech of the Colossus

Via a Cathode Tan post, a gloriously in-depth look at the technology behind the PS2 title Shadow of the Colossus. From that article: "In games such as DOOM3 on the PC, the model used for generating the shadow volume is almost equivalent to the character itself. But with SOTC, in order to speed this up, we made use of a simpler model with much fewer polygons in. The main character generally consists of 3,000 polygons, but the colossus can be around 18,000 polygons, depending on the type. But the model used for shadow generation will contain a substantially lower amount than this. For example, the simple model seen by the player will probably only use 1/40th of what the original model contained."

2 of 62 comments (clear)

  1. Shadow of the Colossus by tengennewseditor · · Score: 5, Funny

    So Shadow of the Colossus is only 1/40th as complex as the real thing?

  2. Playstation 2 at it's best by jshackles · · Score: 5, Insightful
    Games like SoC, with "tweaks" like this article suggests, remind me that the current generation of video game platforms is going to be dying in a pre-mature, marketing-driven, death.

    While developers are finding things like this *still* that will optimize the code on a 5 year old system, tell me why I need to rush out and buy a PS3 right away? I keep hearing that the cell is hard to develop for. This same thing happened between PS1 -> PS2. A lot of the "fluff" games in the PS2 launch were not as good as some of the titles being released for the PS1, and I think we'll see a mirror of that between PS2 -> PS3