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Killzone 2: Unlocking the Power of the PS3


my name is McCool fondle oh and the
technical director at gorilla I’m head
lufanwal for the team that made the
kills on to engine and kills into the
deed of Warren and feeling of war is
really all around you it’s the eyes of
Bella cruisers in the sky that to remind
you of the advocate were fighting on the
planet but it’s also small things like
walking around heaven planet the biggest
challenge that everybody sees from the
outside is the fact that the PlayStation
3 was a was a new Beast there’s a
different architecture so was difficult
to master I think the other one was we
had this trailer at e3 2005 that made
lots of promises for the game and when
your ambition level and your promise is
so out there in the open and everybody’s
looking at it then you know sitting
there in your office and trying to code
up to all that hype this is quite a
challenge
the PlayStation 3 has allowed us to do
much more complex things with the AI and
Kazan – the house will respond much more
to the player’s actions they will jump
off obstacles and hide behind cover and
if you shoot the cover there what we
think what to do make another plan
inside the PlayStation 3 there’s this
chip called a cell broadband engine and
it’s basically like eight little
computers smashed onto one chip so you
know one part could be doing particles
and the other ones could be doing AI and
one of them could be doing physics if
you managed to do all that
at the same time you call a parallel
programming
deferred rendering is a technique where
you you separate drawing the geometry
from doing the lighting we first draw
the entire screen so you basically have
like a an unlit version of the entire
scene and then we put all the lights
into it and it’s mainly an efficiency
thing we only light pixels that are
truly visible which allows us to do when
it’s a short version of it to do much
more shadow casting much more projective
lights much more searchlights and those
sort of things like really interactive
blinking things and everything
that’s what deferred rendering gives you
if you play the game
NUI graphics lots of lights lots of
dynamic news that is really what
Killzone is and that’s something we can
do because we were deferred and I think
parallel programming is one of the I
couldn’t I couldn’t imagine what the
game would’ve been looked looked without
it
are the things that we can’t do now that
you think we will be able to do or
should be able to do very soon yeah I
think there’s there’s a lot of movement
in dynamic worlds everybody’s looking at
like interactivity things that means
like dynamic destruction but also like
an uncharted when you’re driving on a
moving train stuff is breaking off
moving platforms we’ve seen previous
we’ve got a war
running on a giant baton and you know
fighting those sort of things I think
that’s something that next-gen makes
possible but it takes a long time for
people to get their games engines up to
that level where you can actually be you
know fighting on a humongously big
spaceship that’s transforming while
you’re doing it there’s a lot of
technical things we have to solve before
we can put that into the gamers hands
but I think most game a lot of game
teams that are really good are getting
to that point
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