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Intresting article from gamemaker himself; they had some odd coding problems with ms tools.
In November 2005 our game was running at 12fps, with the render loop taking nearly 2 frames.
That month news came through from Microsoft that the changes to the Xbox360 SDK that would allow us to circumvent these draw commands wouldn’t be ready in time for our launch. We were in very serious trouble indeed.
Neil, one of our engineers, set about moving the render loop onto its own processor core. This was a major engineering challenge that took 6 weeks to complete, but even then the renderer was running over a frame.
Another engineer, Matt, eventually solved the problem by writing an offline automatic occlusion system. It would travel round the track and take snapshots of the scene every few yards – and query the GPU to see which draw calls resulted in pixels being written to the screen. At run time it would not execute draw calls that didn’t contribute to the scene, and this cut our draw call count in half. The system has to revert back to frustum culling if you stray too far from the track.
Now that I retired I can play more MGS games.
Hey acert is the draw call latency no longer an issue now? I hope its fixed.
I read that entire thing awesome awesome awesome :)
Blue Dragon Blue Dragon 青いドラゴン
Now that I retired I can play more MGS games.
The game was still really good and I don't regret buying it.
Did you agree with me? Yes, No? Visit http://www.lebato.blogspot.com and see if we agree on something.
I think this article is the first of its kind that 360 dev is actually talking to media in such manner.