Shadow of the colossus ps2 hardware6/1/2023 So it usually takes a fair toll on some of the primary processes and we've really worked really hard to make sure that our stuff is as lightweight and is optimal as possible, so that when we're running the other game side-by-side, it's not tanking our performance. When you look at Shadow of the Colossus, if you look at the way we split stuff up on the PS4, the main core is pretty much doing all the simulation for the Shadow side and then we utilise all the rest of the cores for more of our rendering and some of our background physics processes. ![]() Peter Dalton: You know, each game is a unique snowflake, so each one creates its own problems. And so with that comes a lot of considerations from memory usage to performance to what kind of threading models and stuff we use to basically allow us to have the most amount of flexibility within each game.ĭigital Foundry: What kind of overhead does that take to have the two codebases running together like that? One of the great things about some of the titles we've been able to work on is that they're great titles in their own right and so as we look at the game and we want to replace certain key pieces, we really tailored our technology to be able to extract certain pieces, put certain pieces of the game through our own technology but then also run the original game engine side-by-side. Peter Dalton: I think when you initially look at our engine and our technology, we spent a lot of time making sure that we can basically accomplish the task of running two engines side-by-side. Here's the video version of this tech interview, with one or two little bits of bonus material that work better in this format.ĭigital Foundry: So let's start with some details on the Bluepoint Engine itself - what it's capable of, how it's tailored for Shadow and other future possibilities you might see for this technology. ![]() We really got a kick out of this interview and learned a whole lot more about this remarkable game. And we've got options for you: carry on reading from here, or else watch our video below which contains all of the same content - plus a bonus, where Marco, Randall and Peter tell us about their favourite areas in the game (backed up appropriate video, of course). In this mostly tech-orientated interview, we talk with Bluepoint's president and co-owner, Marco Thrush, along with tech director Peter Dalton and produce Randall Lowe. What engine technologies did Bluepoint draw upon to create this remake? To what extent does original Team Ico codebase factor into the new game? And looking towards Shadow's stunning PlayStation 4 Pro implementation, how does the team manage to make its 40fps 4K mode look so good despite a 1440p base framebuffer? And conversely, looking at the performance mode, how did Bluepoint hit its 60fps target so consistently when so many have failed?Īnd there's more than just technical discussion too: with the team's staff roster expanded significantly for the Shadow of the Colossus, where does the team go next? Will we see a brand new, original game or will the team instead take push even further with another remake? That said, despite some extensive pre-launch marketing, there's still a lot that we don't know about this game. The developer has built upon its existing PS3 remastering efforts with a full-blown remake, reimagining Team Ico's original work with a release that captures and enhances the unique ambience of the PS2 classic, executed to today's triple-A gaming standards. However, with the recently released Shadow of the Colossus remake, the studio has pushed on to a new level. From Metal Gear Solid to God of War, from Gravity Rush to the Uncharted trilogy, Bluepoint's work has been uniformly excellent across the years. Now known as the 'masters of the remaster', Bluepoint Games has a well-earned, solid gold reputation for delivering some of the best current-gen - and indeed last-gen - ports of gaming's most beloved properties.
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