Tech Interview: Crackdown 2
Agency resupply point.
Three years on from its release and Realtime Worlds' Crackdown still commands an incredible level of respect from committed Xbox 360 gamers, and we count ourselves among its many fans. Indeed, the very first Digital Foundry feature in the now-regular Saturday slot was a tech retrospective of this very special game.
Now, finally, there is a sequel, courtesy of new development studio Ruffian Games, staffed by many of the people who helped create the original game. With the demo released earlier this week, and the first pressed retail copies of the game back in the hands of the developer just a couple of days later, Digital Foundry approached Ruffian to talk tech about the new sequel.
In this piece, studio head Gary Liddon, along with senior engineers Janq and Neil Duffield, talk us through some of the story behind the original game and highlight the major enhancements in the sequel. Sit back and enjoy: the Ruffians have been extremely open and candid about the development process.
An encore outing for this week's Digital Foundry Crackdown 2 demo performance analysis.
Digital Foundry: Crackdown is probably one of the most beloved of Xbox 360 exclusives, and even to this day, there's still something very special and unique about it. Why did it take so long to get a sequel?
Gary Liddon: Usually sequels don't happen because there's a lack of desire for a second outing from the developer, publisher or most importantly the general public. Strangely enough for Crackdown 2 that just didn't seem to be the case. The reasons I know for it are not happening for a while are mostly dull, boring, corporate ones mostly to do with unfortunate timing and strategic changes for some of the parties involved that made building a sequel not as attractive as it once may have been. It all worked out nicely in the end though!
Digital Foundry: In the original Crackdown, there's a big credit for RenderWare, yet looking at the final game it looks like a state-of-the-art 360 title for its time, and it's difficult to discern where the Criterion code is used. What's the score there?
Janq: Crackdown 1 was originally written using RenderWare but towards the end most of it was replaced, mainly for efficiency reasons. By the end almost none of the rendering was using RenderWare. The game data was also edited using RenderWareStudio but towards the end of CD1 this started to become unworkable - it was never designed to edit open-world type games and you couldn't even really see what you were doing because the game rendering was so different from the editor.
For Crackdown 2 we completely replaced the editor too - the designers can finally see what the graphics actually look like while they are editing (pretty much anyway), which is nice! There is almost no RenderWare code left in the game now, what little there is left we could not remove this time due to risk.
Gary Liddon: The RenderWare story with Crackdown is a bit long and painful. Initially the game was an Xbox title using RenderWare 3. It then migrated to Xbox 360 onto a very early version of RenderWare 4. Unfortunately RenderWare 4 was then cancelled by EA and that left a massive Guatemalan sinkhole sized void in the game's technical armoury. It was a bit of a disaster.
Digital Foundry: Wolfgang Engel's blog was where we first read about the concept of the light pre-pass rendition of deferred rendering with his work for GTA IV. Yet it seems that Crackdown's implementation predates this significantly. Can you tell us how and why this technique was chosen? What did you set out to achieve with it?
Janq: Actually the deferred lighting in Crackdown is basically a post effect. The depth pre-pass writes out a surface normal per pixel and during the opaque pass the shaders perform directional lighting but write out the brightness of the original diffuse colour to the alpha channel. The lighting pass reads this and performs additive lighting; it cannot do specular lighting and the result it gives is not 100 per cent correct, but it works well enough. The lights can also be volumetric: for example, the car headlights which have an inscatter and outscatter component.
The original code was written by Hugh Malan at Realtime Worlds. The reason he chose that technique was performance - I don't think any other technique would really allow so many dynamic lights. Since it's all done in screen space the lights are fairly cheap (until you have lots of large overlapping ones anyway). One downside is the requirement to write out the normals during the depth pass, but to be honest it became clear on CD2 that the depth pass was mainly bottlenecked by vertex processing anyway so it's actually quite a good trade-off. The normals get used by several other things too: the outline and shadow passes for example.
On CD1 I mainly worked on optimising it - near the end we had to halve the resolution of the light pass to manage to keep the game near 30FPS at night. On CD2 I optimised it again and managed to be able to put it back to full resolution, although the car headlights are still half resolution because it's easier to get into situations where they cover the entire screen.
Digital Foundry: These days deferred rendering and light pre-pass in particular has gained an enormous amount of traction over the more traditional forward renderer. Is this something you could foresee happening in the development of the original Crackdown tech?
Janq: I think deferred lighting is the way forward really - it works out a lot cheaper when you have a lot of lights and it means you don't have to split the geometry up so much. I'm not completely sold on fully deferred rendering because you are limited to what information you can store in the render targets and obviously more or larger render targets means lower performance. Another issue with fully deferred rendering is that it doesn't interact well with MSAA, although some new features in DirectX 10 and DX11 go some way towards solving that - at a price though. However, I have never implemented fully deferred rendering on 360, so maybe I'm completely wrong about this!
Digital Foundry's time-lapse video of the original Crackdown suggests that some elements of the original tech, such as cloud cover and the resulting dynamic lighting, are very cool but perhaps over-engineered - a point the interview picks up on later.
Digital Foundry: From what we've read about Crackdown in Engel's book, ShaderX7, the implementation of the black outlines and the general cel-shaded look seems to have been a difficult addition to the code and yet it's pretty fundamental to the look of the game. What were the challenges here and was the cartoon-style look always planned for the game?
Janq: It's not especially difficult to draw the outlines, but it is quite difficult to get them looking nice. They tend to add aliasing to the image especially in the middle distance. It was tweaked many times on CD1 and again for CD2. The CD2 outline pass costs about 2ms which is fairly expensive. The cartoon-style look was always planned for CD1 - I think the idea was to make it look like a comic book.
Digital Foundry: Native 720p resolution with 2x multisampling antialiasing means you must be tiling from eDRAM. Bearing in mind the "unique for its time" properties of the Crackdown engine, was eDRAM a blessing or curse?
Janq: Yes, we use two tiles (one 1280x484 at the top and one 1280x240 at the bottom). Personally I think eDRAM is a blessing on 360 because without it fill rate would be a lot lower, and zero overhead alpha blending is always nice. Tiling can really hurt performance though because it can often nearly double vertex overhead - this hurts most during the depth pre-pass where vertex processing can actually become a bottleneck.
There isn't really any good way to split the tiles either - in CD2 the worst case is when you point the camera up around 30 degrees because then lots of stuff in the distance starts to straddle the two tiles. There are many tricks you can play such as drawing the bottom tile first, or splitting the tiles vertically instead of horizontally, but in the end you can always find situations where lots of things straddle the tiles and you pay twice the cost for the vertex processing and associated overhead such as state traffic, etc.
I think it was definitely the right choice to go with the eDRAM-based design - 360 GPU performance probably wouldn't be anywhere near what it is without it - and they could only afford to put 10MB in there, so developers just have to deal with that. Microsoft has done an excellent job at making predicated tiling easy to use and there is very little CPU overhead. I do hope that the next Xbox (if it uses an eDRAM-like design) has enough memory to fit the standard resolution with basic MSAA though.
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Comments (33) Latest comment 2 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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Also interesting to learn how little of it remained in the original.
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Still looked like a bunch of fun tho
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I hate to say it, but the game really does feel like an amateur retexture mod of the original rather than a proper sequel. The original game was bright, colourful and garish - and was all the better for it. Now it's not nearly as pretty and given how much of the original game it reuses I couldn't help but be underwhelmed. There's other issues (gameplay related) but from a technical standpoint it simply does not look as nice.
(the comparison pictures of the oil rig and pump building are good)
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It's the same/it's not different enough/it's not the same enough/it's ugly/it's not as tight/it's the same city
>.
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As an example.. This LINK is the FIRST image from google images searching for crackdown 2. Look at the floor, the chimney, and the sky..
/edited
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And personally I wouldve gone all-out for the cell-shaded look of CD1, which was its trademark after all. When you go to realism/gritty then you start to notice bland bits in textures, or low poly count.
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The closing parenthesis gets stuck in the link. Just delete and refresh. I dunno 'bout this game. It DOES look old. But not THAT unpleasing. And still looks fun.
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Of course, the obligatory "murky brown grittiness" of CD2 doesn't help...
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Fun>Eyecandy. Seriously. The more chances you have in a game to mess around the happier I am. This game kinda makes me want a 360, but PC gamers are supposed to be getting Fable 3, so I'm getting my silly goof off game no matter what.
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But it isn't only the docks area, the demo comprises fully a third of the entire city area of the game, the entire 'Volk' section of CD1. Yes, it includes the docks and some of the industrial areas, but there is also whatsit square, and some of the tenements in that zone, plus the quarry, the oil rig, the Lighthouse base and a couple of underground areas. I'd say that from a variety point of view, the demo probably covers most of what the sequel has to offer in graphical terms, so I'm not really expecting anything revelatory in the final game.
I enjoyed the demo, I really did - I spent a lot of time playing it, and it was great fun, and I will be getting the game as a result, but I won't be getting it early on, at full price, when fundamentally a lot of what I am playing I have already played and loved once in the first game.
I will of course be keeping a careful eye in the runup to the release of CD2 to see if the final game includes a load of stuff I haven't heard about yet, but they seem to have replaced sub-bosses with UV-beacon-deployments, have added some battle instances in the form of taking agency spawn points, and added in crowds of low-AI-requirement freaks, with a few new weapons that melt freaks.
I'm also a bit disappointed that the new agents appear to come to the environment completely unaware of the twist from the first game. I, as the player, am aware that in the first game, you were doing the bidding of evil hegemonising power (tm), and that you were laughed at, in the end, as a result of that. Surely this new batch of agents isn't going to spend the whole game also being tools of, essentially, the same fictional neo-con conspiracy? I know, I know... that's nothing to do with the Tech.
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+1
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It's all just taste and perception of course, but that shows how subjective such assessments truly are. The article appears to make it clear CD2 is closer to the artists' intent than the original, which is easy for me to believe as I didn't particularly like the "oversaturated" quality of CD1 myself.
Again I think it's a great looking game. Visually it's certainly no Uncharted 2... and thank god (and Ruffian) for that, I'm permanently fatigued by this 'pretty face' age of videogames. I'm as beguiled by the occasional tart as anyone, but in games like this other factors are surely far more important, such as an unprecedented networking script?
Good read.
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Actually, much of the look of the original, and the likes of the lighting system oddities discussed are down to certain bits of the rendering tech being developed in close concert with Crackdown 1's art director, who never left RTW, and so had no input on the sequel.
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Are you implying a conflict of reality here Mentalist? In the first place many artists are responsible for the total result, but your phrasing there doesn't contradict Janq's statement or my interpretation, unless you're privy to some further details. Was the art director overriding the intent of the individual artists somehow; did that art director like the results even though the individual artists didn't? I really can't know what to take from your post as it stands.
Regardless the core style hasn't changed at all from the original game, only elements of the execution.
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Janq and Neil Duffel are superb technical guys, probably the best I've ever worked with, along with Hugh, who was mentioned in the article. But neither they nor Gary Liddon are from the art side of development, so they're maybe not giving as complete a picture of the readons for difference in art style as we could have, unless the overseeing input of an art director has been reduced (a possibility), in which case that's an explanation in itself.
On another note, I've really enjoyed the demo, and I can't wait for the full game to hit the shops.
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Ahhh, Zapp64!
Call me a soppy old tart, but just thinking about that mag gets me all dewy eyed. Zapp! meant everything to me when I was a kid. I used to pore over it as if it were holy scripture, reading those reviews over and over.
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The other thing that occurs to me, is that the demo seems to be confined to night or twilight lighting conditions. And while they seem to want the darkness to be more dramatic (than the first game) to accompany the freaks, everyone's already judging it by that impression alone right now.
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Pardon me? No Dynamic shadows? Well then explain how come there is a day night transition that affects all the shadows in the game world and futher more that all objects interact with the shadows dynamically. Sorry buddy, you're shit out of luck.
The game is actually were appealing technically, huge crowds and nice material shaders as well as a shit tin of dynamic lights.
EDIT: Oh I almost forgot the volumetric lighting effects.
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Looking at those screenies I just can't help but prefer 1 over 2. It's crisp, clear, bright and just far more enlivening to look at. I will however reserve judgement until I have played the full game of CD2.
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http://ww w.gamasutra.com/view/feature/41...
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/ Ken