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F1 Championship Edition: living, breathing example of the PS3’s power

December 31st, 1969

race to perfection - Image 1 The critically-acclaimed Formula One racing sim, Formula One Championship Edition for the PS3, exhibited a glaring example of the huge power the Playstation 3 houses inside. The racing sim dares to push the envelope past virtual visuals and sits right next to realism.

N'Gai Croal of Newsweek had a few questions for SCE Studio Liverpool's Game Director Graeme Ankers about the game and just how sexy it looks on the PS3.

From the interview, Ankers pointed out that the game was specifically built to put the title into a worthy next-generation level. So everything from damage modeling, high-definition rendering and life-like AI to the captivating simulation gameplay and every bit of detail was under scrutiny. If anything just didn't look real enough, they put it back to the drawing board until it comes out exceeding expectations or just right.

"One of the key challenges you face when developing a game for Playstation 3 is making sure everything in the game consistently hits the high benchmarks you've set yourself," Ankers explained.

The game allows the player to race against 21 other cars in a single track. A single car on the track uses as much memory as 22 cars would use for the PS2 version. Everything they had estimated came close enough that difficulties in realizing the next-generation level of detail for the game were minimal. And the weather effects... whew! Are they a sight to look at or what?

Ankers explained that the game models realistic rain. And it's not done on a looped way like other games have done before. The rain is simulated per droplet, meaning each drop can have a different impact effect, splash direction and splash area on the car, your helmet view and on moving parts like tires.

Cars veering off course or navigating turns will actually show how water sprays off the wheels from the wet track or from the rain. The game models each droplet by using the PS3's unique CELL architecture.

Even though the game doesn't delegate SPUs to specific tasks, each SPU is called on to do jobs in a priority basis. And because each SPU can process vertex shading tasks hand-in-hand with the RSX graphics engine, the game can render more than the usual vertex shading programs to deliver that superb "WOW!" effect.

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Sony’s success not in Microsoft and Nintendo’s hands

December 31st, 1969

Ready At Dawn Studios - Image 1


"It doesn't depend on Nintendo or Microsoft - it depends on them." That's what Ready At Dawn Studios president Didier Malenfant told GamesIndustry.biz in an interview. Although for the most part he had been pointing out that the PSP was a great platform to work on, he also stressed the fact that the console giant's success will be determined by it's own actions.

He explained the many difficulties in entering the next-generation console market, the huge amount of money needed and how the transition of technology and equipment will be trying and slow at best. He said, "Next-gen involves a lot of money, it's a big investment, and it's going to be a difficult time of transition whether you're Microsoft or Sony."

Malenfant did admit that Sony's image dropped some notches recently, but he elaborates that most number one companies also suffer image degradation. "You can see that with Microsoft with operating systems - after a while, you become the favourite target, " he further explained.

Furthermore, he pointed out that the competition has been gaining blessings from Sony's negative publicity. Microsoft, for one, has been able to hide most of the fact that the Xbox 360 isn't selling much either. He later added, "[The Xbox 360] didn't really have any good games until Gears of War came out."

Ready At Dawn Studios produced a PSP-exclusive title, Daxter, some time ago and is now working with Sony on a new PSP game. Malenfant said that if the studio goes into next-gen development, it won't exactly be aiming for the PS3. "It all depends on the prospect. It could be PS3 or 360 or both," he claimed.

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