A Look At the Tech Behind Burnout Paradise
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.
Who tagged this as government?
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This is more like an ad for their new DLC. TFA is very light on technical details.
umm, isn't that what you do with threads... run processes in parallel?
If you mod me down, I will become more powerful than you can imagine....
I had architecture, engineered, optimized and high-level.
this reminds me that since finishing my exams 2 days ago. Ive had nothing to do. Perfect time to play burnout paradise and check out the new dlc. And just so that I'm still on topic....go "parallelization" woooo!!!!!...yeah....i dunno what it actually means except from what little was stated above but anyway.
I played through BP on one-player a while back and loved it. I sold it, but re-bought it recently as a party game (now I have a console-friendly housemate) and we discovered it doesn't do f***ing split-screen multiplayer - even if you buy the add-on party pack, it's pass-the-controller action.
So if I want to race my friends, they have to be in another house. How sociable!
A**holes.
Sorry to say this, but Burnout Paradise follows the trend of "let's double what is good in it" ..... this is how the first entertaining Transporter movie ended up like a lame CGI joke, how Crank got "faster" in the second rendering it unwatchable and ridiculous......... and that is how the games like Ghost Recon, Battlefield, Rainbow Six and many others become shallow adding only eye-candy.....
IMO Burnout was a good game, then they made the arcade more arcade and then they made it "open ended" ... which is great if you want to drive around in a city doing what exactly?
Then again maybe I am just too old to enjoy the same games I enjoyed 5-6 years ago ......
how is babby formed?
how girl get pragnent?
answer:
They need to do way instain mother> who kill thier babbys. becuse these babby cant frigth back it was on the news this mroing a mother in ar who had kill her three kids . they are taking the three babby back to new york too lady to rest my pary are with the father who lost his chrilden ; i am truley sorry for your lots
How can you bundle "tech" with Burnout Paradise?
I download BP: The Ultimate Box demo and my jaw dropped at just how shitty the physics and graphics were.
Seriously. This is a bargain bin title that doesn't have physics representative ENOUGH of driving at all to warrant purchasing. This is not what happened to the Need for Speed franchise in its change to more arcade-friendly racing physics: this is just plain ugly.
I agree with Edgewize, and while it's a little less "on topic", I'd also add that this game was one of the best values for the dollar in games for my PS3, to date.
Unlike most new release titles, they didn't hit me for upwards of $50 as retail price, for starters. The game turned out to be more fun and playable than some of those $50+ titles, too. And after that, the value kept building because they regularly released updates to the game (such as adding motorcycles to it, a couple months after I owned it).
This is the way a console title SHOULD be, IMHO. The fact it was coded intelligently doesn't surprise me.
I have Burnout 3, an ancient relic, which features some nice hella-annnoying loading screens that appear after every activity that could possibly be cached.
It is great to hear that they can program for multiple consoles... but is the game as annoying as fuck like the last entries in the series? Or does it transition smoothly between scenes like games that can generate natural publicity (rather than this, "hey I found a press release this morning" crap).
I really like their approach of creating one codebase which runs on multiple platforms, as opposed to writing for one console and then porting to other platforms. That should make the process of updating the code and adding new features very streamlined. If they're really good, they've set up a system which will make it much faster to develop other cross-platform games as well.
I can't understand why Google didn't take this approach with Chrome. It would have pushed back the initial release date, but in the long run it would give them a flexible system with huge savings in development time.
when I read Multi-playform i thought oh cool, but its really just console and PCs? ok so then I read PC....what does that mean, does it run on linux? or bsd...... wish they'd stop calling Windows games PC games..... i call b***s***!
The video on the story page looked really neat. The Sun moving across a big digital world? How cool!
I thought, "Wow! Is this some sort of interactive game set in a futuristic city? Oh, well, it's not futuristic. Okay. Whatever. It still looks really fantastic. That sun moving across the sky looks wonderful. Er. . , but this video is beginning to look like it's all some dippy driving game. No. It can't be. All this work for a dippy driving game?"
And then I realized, "Yes, actually! --This whole giant coding and hardware effort IS all because people want to pretend to drive. Driving; one of THE most boring activities available in the wide library of Human Experiences. I HATE driving. Why the hell would I want to simulate an experience I already find tiresome and annoying? Moving around while sitting on my ass? Ugh. Unless I'm going to end up somewhere interesting, then I'd rather just avoid the whole thing. And in these games is just driving in circles."
Oh well. Each to their own, I know, but this seems to be my week of childishly judging activities which other people are engrossed by. I apologize.
-FL
I've played Burnout Paradise on the Xbox 360 in single-player and multiplayer mode. The graphics are really great and the game is challenging. Scenery is interesting. Not something I'd buy myself, unfortunately. My biggest gripe is that in multiplayer mode something about the way the graphics are done is different and gives me and my friend a headache. I noticed this on a bunch of Xbox original titles and am surprised that some games still have that problem.
My favourite Burnout game was Burnout Revenge on the Xbox (not the 360). Furious fast pace, great soundtrack, spent many hours playing that one!