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An Interview With Game Developer Terminal Reality

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    An Interview With Game Developer Terminal Reality

    Enjoy the interview!

    After years of delays (including one cancelation), developer change-ups, and a lot of hard work, Terminal Reality succeeded in bringing a Ghostbusters game to market for the PS3, XBox 360, Wii, and PC. Terminal Reality committed to building their own graphics engine—dubbed the Infernal Engine—to facilitate game development; we recently had a chance talk with them about the game, the new engine, and the future of multi-core gaming. The questions listed below were answered by Mark Randel, President and Founder and Joe Kreiner, VP of Sales and Marketing...


    HotHardware: Implementing effective multi-core support in a video game has historically been a challenge, particularly in fast-paced action games. The Infernal Engine is built to take advantage of multi-core availability on both PCs and consoles, but how does optimizing for one multi-core architecture (say, the PS3) differ from optimizing for the PC?

    Mark Randel: The PS3 is a lot different from the PC or 360 as the SPUs cannot access main memory – so you are limited by what you can thread on them. Data has to be manually gotten from the main memory via DMA rather than a CPU cache, so that is what makes the SPUs so fast. So for every program we want to thread on the PS3, we have to write a special version of it to load/store the data. That is the most efficient way of running code on the PS3 – write code specifically for it.


    Source: HotHardware

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    Last edited by Android1; Jul 31, 2009, 11:52 AM.
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