Prince of Persia: The Sands of Oblivion, developed by Anvil engines

Source: Internet
Author: User
Keywords Prince of Persia

Prince of Persia: The Sands of Oblivion, developed by Ubisoft's Montreal studio, is the latest in the sands of time, the game is developed with the Anvil engine, which brings the evolution of the images and movements of the second generation.  "Prince of Persia: The Sands of Oblivion" chief engineer Alain Dessureaux talk about "Prince of Persia: The Sand of Oblivion" in the technical application of hardware, hoping to let players have a better understanding of the game. Q1: "Prince of Persia: The Sands of Oblivion" is still using the Scimitar engine based on DirectX 9 (the old claim of the Anvil engine) or have you restarted the new engine?  If you still use the Scimitar engine, do you have any improvements or enhancements? Alain Dessureaux (hereinafter referred to as A): Yes, we still use the Scimitar engine for "Prince of Persia: The Sand of Oblivion," the development of the game in the production process to do a lot of reinforcement.  In addition, we have developed a number of new tools for game animation production.  Q2: The host version of this and PC version of the release time is different, you are separately developed or unified development?  A: This is a platform-wide unified development, because in the beginning of the higher-level specification of the computer into consideration, so the PC version of the postponement is to ensure a more complete compatibility test so that PC players can experience the most complete game. Q3: What is the main difference between a host version and a PC version?  Are there any technologies that are exclusive to the PC version? A: We want to enable PC players to have the same performance as the host version of the screen, so the host version of all the screen effects will appear on the PC version.  In addition, the PC version also provides Eyefinity technical support (this is the technology for multiple screen output), the player can use three screen display to render the game screen, this will be an amazing experience. Q4: Can the player see beyond the previous screen level in this?  Do you have any new technologies using HDR or per Pixel lighting? A: We do use some interesting visual effects, such as making sandstorm effects without slowing down, and creating beautiful light (God rays) effects for the sky, and water refraction (refraction effects for us labeled surfaces),  True reflection (realistic reflection), Ssao effect, etc.  Q5:xbox360 and PS3 are suitable for multi-threaded engine, that PC version will be optimized in multithreading?  A: Yes, our engine is very expansive, it is very important for us to play the multithreaded ability to provide the rich content of the players.  Q6: How many cores does this support, 2 cores, 4 cores, 6 cores or 8 cores? A: We support 6 of the core of the computer, at least 2 cores, we in the image processing,To calculate a large number of mobile and module data, and sometimes must calculate up to 50 enemy action, and multithreading can solve this problem, so that the data for multi-threaded operation, according to our test results, the 2 nuclear upgrade to 4 core can bring significant performance lift. Q7: In the Prince of Persia: The Sands of Oblivion, does it provide any higher-order physical effects?  Like the enemy was hit by a rock and flew to the walls?  A: We use a lot of advanced physical effects in the character movement, for example: The Prince can kick the enemy, cause the collision effect similar to the bowling bottle, let the player be able to cope with 50 enemies at the same time! Q8: Did you use a self-developed physics engine or a Havok, ODE, PhysX engine?  Is there a plan to support GPU PhysX physics?  A: We are using the Havok engine, which is mainly used to show the effect of fragmentation in the game and the impact of the character module, these physical effects are using the CPU operation, GPU is used to show the rendering effect.  Q9: "Prince of Persia: The Sands of Oblivion" support DX11? A: We use DirectX 9 to create a good game engine, which was previously demonstrated by Prince Nova Pos, the engine. The use of this engine allows the game to operate on a large number of different types of display cards (with support for Shader Model 3.0), and the other advantage of DirectX 9 is that Windows XP players are able to play the game successfully for all of the above reasons, so we decided to continue using DX9 and is committed to developing new features.  Although we did not use DX11 to develop, we still add excellent screen space environment Light masking (SSAO) technology in the game. Prince of Persia: The Sand of Oblivion PC Edition is expected to be available for sale in June. (edit Zhang Xing)

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