Announcement

Collapse
No announcement yet.

Tech Interview: Trials Fusion

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Tech Interview: Trials Fusion

    With the arrival of a new Trials game, it's the Digital Foundry tradition to accompany the launch with an in-depth tech interview with RedLynx's tech mastermind, lead graphics programmer Sebastian Aaltonen - aka sebbbi. Whereas previous interviews have concentrated on how RedLynx coaxed stunning effects, physics and performance from Xbox 360 hardware, the topic of conversation shifts somewhat here: Trials Fusion is the studio's first simultaneous release, multi-platform project - and a cross-generation game to boot.
    Here we'll learn how RedLynx prototyped the new game, what the new consoles add to the mix and how the company approached the Xbox 360 version of the game. There's also an in-depth conversation on the thorny subject of the Xbox One's 32MB of ESRAM - does optimising a game for the seemingly meagre amount of available scratchpad memory actually hold back developers from getting the most out of PS4 and PC versions of the game? And what's the score with games that run at 720p on Xbox One and 1080p on PlayStation 4? You'll find out here. On top of that, we talk Mantle, DirectX 12, GPU compute and much, much more.
    But before we begin, a quick clarification - these deep-dive interviews aren't easy to arrange - and to provide the kind of depth we strive for, they often need to be set-up way ahead of time. In the case of Trials Fusion, questions were submitted to RedLynx before the Xbox One 800p to 900p patch was common knowledge, and before we'd seen any of the console versions of the game. However, we did get some hands-on time with the game via the PC beta. You can read our full thoughts in the final game in our recently published four-way Face-Off.
    Read more…


    More...
Working...
X