z 2 częsci interview z twórcami K2:
- goal: cinematic experience. lot's of post-processing. analogue look
- motion blur per pixel,
- noise, AA
- spu's are the key for optimal performance on the PS3: Deferred Rendering
- they often use all six: for full fire fights, physics, particles, mp3 streams, 7.1 audio, lighting
- they also help to render effects. 40% extra speed thanx to the spu's
- guns have to feel realsitic, reactions have to be realistic. hit impact system. every bullet has an effect on the surrounding or people in it
- stacked animations with real time rendered ragdoll.. and yep, blow heads off...
- every polygon has mass and material
- real time ray tracing
- holes are not a flat image of a hole
- collision detection of small particles, even sparks.. icing on the cake. will often go unnoticed while playing by a lot of people.
- 5.1 ambient mp3 streams that rotate when you rotate. on top of that stereo music, 3d sound effects, voices in the right positioning, sound filtering.. all in 7.1 uncompressed sound.
- extreme amount of lightsd. 230 lights in this screen (he's showinng the screen). they are proud of this level. impressive
- the robot alone has 8 lights
- tech was developed while making the game.