Hører du til de mere teknisk interesserede gamere, bør du slå vejen forbi Gamesindustry.biz, som i dag lægger spalteplads til en DigitalFoundry-artikel (Eurogamer), hvor Guerrilla Games’ tekniske chef, Michiel van der Leeuw, bidrager med et fire sider langt interview, hvor stort set alle de tekniske aspekter af Killzone 3 vendes og drejes godt. Men Killzone 2 indrømmede Guerrilla at de ikke helt fik presset PlayStation 3 til det yderste. De har siden lært meget og med Killzone 3 havde Guerrilla læst et par smarte tricks.
For Killzone 3 we did a few things. First of all we wrote a tool called Autobot, which is a robot (well… server) that starts up each section of the game a few times a day and makes snapshots at artist-specified positions. It records frame-rate, polygons drawn and other vital stats, as well as make a screenshot. We have a technical artist that leads the optimisation who puts cameras at the worst points in a level and Autobot presents all of this on a web page. We can then see graphs over time of how close we are to hitting our performance target and our artists use these numbers to crunch down on geometry and shaders until everything fits.


























Fedt, man skal være logget ind for at læse det.