Irrational: Don't Worry About Bioshock Infinite On PS3
While Bioshock 2 was better in terms of stability, the PlayStation 3 version of the first Bioshock did suffer from some drawbacks.
But now that the revered franchise is back in the hands of original designer, Irrational Games, we've been assuming they'd correctly optimize the ultra-promising Bioshock Infinite for Sony's machine. Thankfully, it seems we were right about that assumption: check out the reply made by Irrational Technical Director Chris Kline at the developer's official forums. The whole thing is extraordinarily encouraging for PS3 owners and Kline's first clarification is the most important of all; Infinite won't be a port, as the team is developing all three versions simultaneously in-house. Here's more elaboration:
"We all know that the PS3 is a powerful but unique console with its own strengths and challenges. But compared to the PC, the Xbox 360 is challenging too. So instead of declaring a "lead platform" and porting the game to the others, we've instead changed the game engine so that all platforms look (to a programmer) more like a PS3. This means implementing a task-oriented task processor that assumes a NUMA (non-uniform memory access) design that mimics the PPU/SPU split of the PS3. Writing code this way is more difficult for us, but has a key advantage: it's both optimal for the PS3 *and* gives speed improvements on other platforms due to increased cache coherence and more efficient use of multiple processing units."
He goes on talk a bit about what we've heard before, including the switch to a "deferred lighting scheme." He also says they're "constantly testing our code on the PS3" and all their programmers have both PS3 and 360 dev kits at their desks. And check this out-
"To make sure we find and fix problems as quickly as possible, we have a "continuous integration automated build system" that rebuilds the PS3 version and runs basic tests on it every time a programmer or artist makes a change to the game. It even emails them right away if they break something. In addition, we've also built tools that allow artists and designers to instantly check whether or not their levels will fit in memory on all three platforms, without ever leaving the editor."
These days, there are few visible differences between most multiplatform efforts but even so, why can't all developers do what Irrational is doing? We love these guys. "A" for effort, at the very least, but we're definitely expecting Bioshock Infinite to be one of next year's best.
Related Game(s): Bioshock Infinite
Tags: bioshock infinite, bioshock, irrational games, bioshock ps3
11/21/2010 8:45:11 PM John Shepard
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Comments (38 posts)
556pineapple
Sunday, November 21, 2010 @ 10:07:45 PM
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Beamboom
Monday, November 22, 2010 @ 1:33:10 PM
WorldEndsWithMe
Sunday, November 21, 2010 @ 10:07:53 PM
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Ben Dutka PSXE [Administrator]
Sunday, November 21, 2010 @ 11:10:44 PM
WorldEndsWithMe
Sunday, November 21, 2010 @ 11:40:54 PM
Ben Dutka PSXE [Administrator]
Sunday, November 21, 2010 @ 11:53:18 PM
WorldEndsWithMe
Monday, November 22, 2010 @ 12:34:56 AM
PAKINIPS
Monday, November 22, 2010 @ 12:35:50 AM
BeezleDrop
Monday, November 22, 2010 @ 12:47:05 AM
WorldEndsWithMe
Monday, November 22, 2010 @ 12:51:30 AM
Lawless SXE
Monday, November 22, 2010 @ 12:52:20 AM
HighOnFire
Monday, November 22, 2010 @ 3:41:02 PM
BikerSaint
Sunday, November 21, 2010 @ 11:23:02 PM
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Hi folks!
I'm the Technical Director here at Irrational, so I thought I'd just jump right in and give you a little more insight into the engine changes we've been making for BioShock Infinite.
Over the last few years we've been put together an world-class team of engineers with a single goal: do whatever it takes to bring the Columbia and the amazing world of BioShock Infinite to life.
We're talking about a world where entire buildings are moving around in the sky, you're fighting AIs at 90mph on Sky-Lines as you dangle high above the earth, and racing through vicious weather to rescue Elizabeth while battling your way through hordes of enemies determined to stop you at any cost.
Right from the outset we realized that this was going to be a monumental undertaking on the tech side, but decided it was a challenge that we simply had to take on in order to give gamers the kind of quality experience they've come to expect from Irrational Games and BioShock.
We started out by taking a look at the original BioShock engine, and very quickly realized that the tools in that engine were too underpowered and unwieldy for the depth and complexity of the gameplay and narrative we had planned -- our very patient but long-suffering designers and artists were due for a total toolset overhaul. That alone was one of the most compelling factors behind our decision to abandon that engine and start over with UE3 as a base.
But UE3 out of the box was not enough to meet the demands of this game, so we took out a knife and started doing some surgery:
• Given the intelligence and sheer number of AI we planned to throw at the player, we needed an entirely new AI system that was both more efficient and gave designers the ability to author their own behaviors. And because smooth and complex animation is the key to looking intelligent, we got down to business building a new animation system on top of Natural Motion's 'Morpheme' technology.
• All major FPS engines (CryEngine 3, UE3, id Tech 5) are designed and optimized for static environments that the player moves through, which is a reasonable choice because, even if there are trees moving in the wind, the ground under the player's feet isn't going anywhere.
Unfortunately for our tech team (but good for you) everything in Columbia is capable of moving. The very ground beneath your feet could fall out of the sky at any moment, which makes for some awesome gameplay and visuals but required us to create a completely new technology that we're calling "Floating Worlds". You saw a little of this in the gameplay demo video (in the part right after Saltonstall jumps on the Sky-Line) and you'll be seeing a lot more of it in the future.
• To meet the aesthetic goals of our art team, our rendering gurus had to write a whole new renderer for BioShock Infinite based on Deferred Lighting (a technique used in Uncharted 2, CryEngine3, and Killzone 2), and on top of that they've developed a proprietary per-pixel dynamic relighting scheme that allows characters and dynamic objects to receive global illumination.
• BioShock 1's audio system was... umm... "sub-optimal". This time around our sound team demanded a new audio pipeline based on AudioKinetic's WWise technology that supported 5.1 with adjustable dynamic range and a fully dynamic mixing system. Not only did our engineers rise to that task, but they subsequently took it up a notch and implemented both a custom sound propagation system (so voices properly echo down corridors and around buildings) and a dynamic wind audio system that reinforces the dynamic weather in the world.
• Finally, we've built a whole new parallel processing framework (a "job architecture", in programmer lingo) that lets the engine take advantage of as many cores as you can throw at it.
This will let us eke out all the power of the PS3 and 360, and also give hardcore PC gamers something to show off their rigs with.
That's just a sample of some of the major changes we've done so far on our way to building BioShock Infinite. Hopefully in the future we'll be talking some more about these and some others I haven't mentioned, so please subscribe to our podcast and keep your ears open!
Chris
PS - We're always looking for world-class engineers of all experience levels. If that sounds like you, please check out the open positions at the bottom of our Careers page at
http://irrationalgames.com/studio/careers-at-irrational
(Followup): in addition to the positions listed on our Careers page, we also have open positions for a Backend (server-side) programmer, a Principal PC platform programmer, and several "general" (engine and/or gameplay) programmers!
Lawless SXE
Monday, November 22, 2010 @ 12:58:38 AM
Peace.
WorldEndsWithMe
Sunday, November 21, 2010 @ 11:45:00 PM
Reply
Jawknee
Sunday, November 21, 2010 @ 11:45:30 PM
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My one hope is that Bioshock Infinite has better graphics as a result. Going back and looking at Bioshock 1 and 2, they are good but no where near great. Both tend to be lack luster when it comes to detail and texture quality.
WorldEndsWithMe
Sunday, November 21, 2010 @ 11:46:22 PM
Jawknee
Sunday, November 21, 2010 @ 11:49:42 PM
WorldEndsWithMe
Monday, November 22, 2010 @ 12:35:37 AM
Beamboom
Monday, November 22, 2010 @ 5:44:31 PM
___________
Monday, November 22, 2010 @ 12:30:39 AM
Reply
ill believe it when i see it!
sorry, but 2K have released some really shoddy ports in the past so.
bioshock, bioshock 2, mafia 2, even R*s games are slightly better on the 360.
not saying its going to be a bad game, on the contrary if anything can give RAGE, crysis 2 and batman AC a run for its money its this, but the ps3 version will probably be inferior just like all the other 2K games.
ill be getting it on the PC, where FPS are suppose too be played!!!!!!
BeezleDrop
Monday, November 22, 2010 @ 12:53:32 AM
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As for PS3 "ports" being inferior, it may be partially true but the PS3 version of Bioshock Infinite will be built separately just like the 360 and PC versions.
Lawless SXE
Monday, November 22, 2010 @ 1:02:25 AM
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Speaking of, my review of the first is up, and the second should be up by the end of the week, if I can pump it like I want to.
Peace.
Last edited by Lawless SXE on 11/22/2010 1:08:56 AM
Lawless SXE
Monday, November 22, 2010 @ 1:29:44 AM
WorldEndsWithMe
Monday, November 22, 2010 @ 1:43:25 AM
Underdog15
Monday, November 22, 2010 @ 9:31:45 AM
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Deleted User
Monday, November 22, 2010 @ 10:18:00 AM
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BikerSaint
Monday, November 22, 2010 @ 3:35:36 PM
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Bioshock Infinite









frylock25
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Sunday, November 21, 2010 @ 10:04:32 PM