somedoggy, frame rate stuff below. Interesting question because the original art and budgets were built for the Kinect version, Kinect costs fps and memory, more than you would think. Our target was 30fps @ 720p with 4xMSAA.
Real time shadows are expensive, we're not deferred. Started with 4 cascades, optimized down to 3, only 2 in split screen.
Props turn off at distance solved pop in by growing them in, Farcry 1! Props only allowed one draw call, artist rule of thumb not an engine hard coded requirement, went back and texture paged older props to use a single texture/shader/1 draw call. No LOD's can't afford the memory, prop is either on or off.
Physics programmer limited number of active broken pieces per prop, very hard limit. Extremely low poly Havok collision hulls for broken pieces, hard to debug, not artist friendly, artists don't understand how to build an optimized hull. Havok again?!!!!!! Too many broken pieces active at one time spike frame rate.
Stu does view frustrum culling I believe, hides any geo not seen by camera. Tracks are loops which means at any time you can see most of the world, camera fairly wide, 60-70fov based on speed, measured horizontally, implemented volumes that when the car is inside it, turns off artist specified objects, helpful on some tracks not so much on others, great Maya workflow very easy to set up and tag groups of objects to a particular volume in game tool for testing, don't actually have to drive the car around.
Avatars are expensive, no option to optimize, global asset linked to a bunch of existing games. 4player split does not render at 720p, slightly lower to keep frame rate solid.
All particles are rendered at lower res buffer, common trick, but if you pay attention they can look pixelated really bothers in some instances.
Even with our cartoony diffuse art style we still had fps concerns!
Last edited by malcolm; 06-08-2012 at 01:35 PM..