New insights have been revealed for the Killzone: Shadow Fall demo showcased during the PlayStation 4 announcement, thanks to a 103 page PDF by the game’s lead tech.
Published on the developer’s website, Guerrilla Games’ Michael Valient has provided some really interesting details regarding the demo. According to the document the demo used just over 3GB of the system’s 8GB RAM for video memory. Additionally it used “around 40k polygons for the highest LOD (Level of Detail)” on characters, compared to the 10k seen in Killzone 3.
The document is massive and you can go through it here at your leisure. If not then here’s a small list of some of the ‘more’ revealing bits of information:
Since there’s so much information found in the file (mostly technical and various images), here’s a rundown of some of the more interesting pieces of information:
- Profiling tools are still in development this early on, so Guerrilla developer their own CPU and GPU profiler
- Guerrilla’s “biggest performance challenge was thread contention”
- They “had a few fights with the PS4 thread scheduler,” but they say to “just play nice, system mutexes are very fast”
- Depth of field was one of their “most expensive effects” before they utilized a variety of optimization tips
- There’s “a lot of Guerrilla secret sauce” in the reflections
- For volumetrics, they were “implemented as straightforward raymarching,” and although Guerrilla wanted “something fancier and faster,” they were “pleasantly surprised with the PS4 performance”
- Guerrilla has learned that the “PS4 is really easy to program for,” “GPU is really fast,” and “GDDR5 bandwidth is awesome!”
- It then ends with “We’ve only scratched the surface.”
If that demo used only 3GB of RAM. Imagine the next-gen graphics!