Interview with Codemasters (4): Programming graphics

Exclusive Xbox 360 developer interview with Codemasters (4): Programming graphics

Xb360info.com: How satisfied are you with the graphical abilities of the Xbox 360 in terms of creating photorealistic graphics: Is the available hardware finally powerful enough to create images that are truly life like?

Codemasters: As I mentioned earlier we really are going to see near photorealistic images from day one.

What interests me is that our processing efficiency is only going to get better as time goes on. What we will be achieving in a few years from now is quite scary. It might be that we shift some processing capabilities onto the GPU and do much more AI/physics on the main CPUs.

Xb360info.com: Which of the Xbox 360’s graphical capabilities has proved most valuable to you in game development?

Codemasters: The fully programmable shaders help matters a great deal. It allows our teams to do lots of interesting tricks and stuff. It comes back to enabling realistic lighting models I mentioned earlier which really lift the reality of an image.

Xb360info.com: What is the highest resolution that your game(s) supports?

Codemasters: LMA is our first 360 game to be released from our internal studios and that will support 720p. The hardware supports higher resolutions by scaling up from that.

Xb360info.com: Is 2005 the year that will mark the end of the dreaded “pop-up”, namely the sudden appearance of objects that were previously out of the drawing distance?

Codemasters: That still depends upon how well the software is designed. There are still limitations and if a publisher or similar asks for a 1000 km square landscape then something is going to give somewhere!

However, a well-designed bit of technology should really minimise this sort of thing now.

Xb360info.com: Do any of the game titles you have under development make use of the Xbox 360 camera in their gameplay?

Codemasters: We want to make more use of the camera and our research group has some very clever ideas of what to do with it. Nothing I can reveal at this stage, sorry…

Next

This interview has 7 parts:

  1. Games in development
  2. Power of the Xbox 360
  3. Technical challenges
  4. » Programming graphics
  5. Sound for Xbox 360
  6. Developing for Xbox Live
  7. Working with Microsoft

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