Tech Interview: Need for Speed: Hot Pursuit
Digital Foundry visits the tech leads in Guildford for the inside story.
The circle is now complete. Just over a year ago, Digital Foundry kicked off its extensive range of tech interviews with the leading lights in game development by talking to Criterion technical director Richard Parr and senior engineer Alex Fry. Last week, we visited the Guildford-based developer to take a look at the new Need for Speed: Hot Pursuit and took the opportunity to meet up with Parr and Fry once more to discuss the latest technological innovations for their new game.
Need for Speed: Hot Pursuit represents a big departure for Criterion. This is no mere re-skin of Burnout Paradise - the development team has created a brand new engine for the game, with a different driving experience and a new graphical look far removed from their previous title. It's Need for Speed, but more than that, it's classic Need for Speed, brought up to date for the high-definition era with state-of-the-art rendering and physics.
We'll be talking in more depth about the game soon, and revealing some surprise information on the creation process, but in the mean time, it's transcript publication time: Fry, Parr and Leadbetter in the Criterion war room. This is what happened...
Digital Foundry: So, you wrote a brand new engine for Burnout Paradise and now it appears you've done it again for Need for Speed. Was there not a temptation to build upon what you created for Paradise rather than re-build from scratch?
Alex Fry: Yeah. We learned a hell of a lot in Paradise. One of the things you learn when you do a game... from your post mortem, you put together a lot of your experiences: what went well and what didn't go so well and what can you do better. Sometimes what you can do better means you need to make some big changes.
The biggest change we did was to the threading model for this game, so it's all new. We went from dual threaded which is what Paradise used. We had update and render threads. We dropped it and went back to one thread. The reasons for that were... well, there were several reasons.
Firstly we wanted to do a 30Hz game that looked stunning and we wanted fast controller latency. With an extra render thread at 30Hz you have serious latency issues so we went single-threaded. So 30Hz... it'll be really interesting to see what your latency measurements come out as. We think latency is pretty good.
Digital Foundry: It feels good. But obviously when you're playing the game you've got the display lag to factor in and all that sort of palaver. Thus far, from the games we've tested in our features, the record is 100ms for a 30Hz game.
Alex Fry: We think we might be 83ms... or 100ms.
Digital Foundry: Fantastic. WipEout at 60Hz is 83ms based on our tests...
Alex Fry: If we're more than 100ms I'll be very disappointed.
Digital Foundry: When you're using the latency board and you're counting the frames between LED and action on-screen, there is a bit of a grey area depending on what point during the 16ms window the LED is activated as the frame is recorded...
Alex Fry: Also, I'm pretty sure the consoles don't reflect the controller state to the game instantly. There's some kind of background processing in the console that gives you the information so it wants a 60Hz frame or it wants a 30Hz frame. I don't think it's instant.
Digital Foundry: And from what I understand, latency from the Xbox 360 controller itself is at 8ms.
Alex Fry: Wireless or wired?
Digital Foundry: Wireless, I gather.
Alex Fry: We've tried to get overall lag as low as possible. That's one of the reasons for doing the single thread. We played a few games that were 30Hz and they did appear to be dual threaded and they did seem to have a lot of lag. It wasn't a particularly good experience to play. The designers can't have had a particularly good time working with that and making it feel good. We also tried running Need for Speed dual-threaded at 30Hz in the early days, and it was too laggy for us.
Need for Speed: Hot Pursuit's E3 trailer.
Digital Foundry: So, define what you mean by single thread and dual thread. These consoles have a big array of processors on hand, so aren't all games multi-threaded almost by default?
Alex Fry: You have to use parallelism - you don't have to use threads. A classic way to speed up a game is to run a separate render thread. Your game simulation, your update physics, AI and all of that run on their own thread while your rendering is running decoupled from that in parallel, typically around a frame behind. Sometimes, decoupled it can render at an arbitrary rate and update at an arbitrary rate. In Paradise we decoupled it by a frame, so we always ran a frame behind the update but running in parallel with the next one.
Digital Foundry: I'm sure it's less of an issue when you're running at 60Hz.
Alex Fry: It is. Latency is less of an issue and it helps you to squeeze some more out of some pretty tight constraints at 60. With single-threaded we do sequential updates then a render and that's all within the one thread. One of the benefits of that is latency. That's a big deal. Another one is memory. You get an awful lot of memory back because you don't have to buffer.
When you buffer between threads you need to keep copies of some game state and data to allow it to safely execute in parallel. It adds a lot of overhead. You need to funnel stuff around and if you don't funnel it around you need to have lots of synchronisation. I think between Paradise and this game we must have saved in the order of 20 megabytes of memory. That's an awful lot just by removing that thread and all the buffering that went along with it. Part of our new architecture is about how all of our game modules talk to each other. Basing it on the knowledge we learned, we took the ideas of Paradise and implemented them differently: that’s the new engine.
Richard Parr: There was a lot of copy and paste from Paradise code where that code was good enough. Whether it's a new engine or not, it's at least a version 2.0 of the Paradise engine, not a 1.1.
Digital Foundry: It almost sounds like a different engine for a different purpose.
Alex Fry: That's one way of looking at it.
Richard Parr: The graphics side of things certainly is new.
Alex Fry: Put it this way. It's a new architecture but we harvested the best code from Paradise back into the new architecture where it made sense. A good example of this is Black. We harvested a lot of the rendering and physics code from Burnout 3 into Black. It was a completely new architecture, a completely new engine but we re-used a lot of the low-level building blocks to help us make Black. That's still true here. We didn't re-write every line of code. That would be insane.
Every company takes its good stuff and re-uses it. We didn't take our whole architecture, our whole engine. We did take large subsets of the code and reformulated it into the new architecture. We've always done that. We've taken it all apart completely and put it back together again in a different structure then replaced some bits, written some new bits and re-used some of the good bits but in terms of the architecture, the engine, it's an all-new structure.
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Comments (29) 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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Wonder if the 30 Hz and simplicity and low overhead allows them bigger maps ?
Sounds an interesting game though, whens the demo out ?
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to me they make the games I like to play. one of the best and technically proficient devs out there.
looking forward to this NFS.
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The game is calculating at 60hz for the physics engine, 30hz (FPS) for the graphics - not 30hz for online play.
I wouldn't think that 30hz would allow for bigger maps; probably smaller maps if anything, as there would be some increased detail density. The simplicity seems to be referring to the fact that they're using more conventional rendering system (i.e., GPU for graphics; CPU for physics, backend processing, etc) and because it's single threaded (processing everything at once, as opposed to saving some for the following frame/thread).
At least that's how I understand it. Somebody techy can correct me.
I'd be interested to see Bizarre Creations' presentation. Is it on Youtube??
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Great interview as usual, of course.
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And +1 for Black 2, too.
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The same with Blur, game is rather ugly but DF love it. Why?
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Because graphics aren't everything. Even from a technical point of view.
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But DF is all about graphics right?
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Note re above: I played a PS3 demo a year or so ago of one of the recent NFS games that EA were proudly showing off at a tour pod. I went round the corner and I actually hit 5 fps, it was uncontrollable embarrassingly jerky rubbish whiich continued on every corner until I put the pad down and walked away laughing after half a lap.
The NFS games since Hot Pursuit always seem to put visuals over refresh rates on the consoles, and that has always killed them for me. Anything Criterion can do to change that is excellent. I want to find the fun I used to have playing NFS2 multiplayer at 100fps...
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Criterion, please reconsider using 60fps again in your next projects. It feels so much better!
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I really like Criterion - they're committed to cross-pairity more than most and oh lordy how they have the know-how to go about achieving it. Started replaying The Ultimate Box last week, it's still stunning to watch.
Of course fantastic graphics don't make a game, so it does them no harm that they've produced the best arcade racer of the current and previous generations.
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Maybe that's the real reason they went for 30fps and spent so much time on making the tools quick and easy to use? Might also explain why the early footage looked quite similar to Cops 'n' Robbers from Burnout Paradise...
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Just wish console haters and the Daily Mail could appreciate the technical and imaginitive work as well as the hard graft and long, lonely hours for little to no thanks, that goes into these games.
Will definately get this provided the reviews come out ok. So itching for an old school NFS with prettier pictures.
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I would be more than happy if one day you could interview the technical guys at polyphony digital, they always acheive unbelievable things on ps1, ps2 and now on ps3...but no one knows how they do it....
concerning this criterion game is 30 fps this is a disappointment, hopefully less latency would help overcome this...
again GT5 relies a lot on the number of polygons + resolution and yet it is running at 60 fps and got better lighting than this NFS criterion game which is running only at 30 fps...so i just dont understand why the criterion guys are saying GT philosophy is not the best one...actually GT5 looks better...
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The adjacent camera view that seems fixed to the road's ribbon, just doesn't provide the kind of draw distance, lighting or sense of environment that some other racing games in this gen have already produced.
The overlaid car graphics, using image based lighting (with the forward rendering) seems to give the car and game an almost HD sprite overlay look, like a HD remix of Chase HQ, rather than a 3D look of Motorstorm, Modnation Racers, Sega Rally, Sega All-stars Racing, Wipeout HD, Dirt, Grid or GT Concept HD.
If the car was replaced with a cardboard box, it seems like in NFS you would still just see one of the (six Or ten preset) view angles of the box in the middle of the screen, irrespective of what or how you were actually playing the game; like it isn't interacting with the road it is rendered on top of.
I'm not entirely sure that any of the racing games that started with technology roots from Renderware have transition well in this generation.
Multi-platform technology is clearly a necessity, but I think some people might have forgotten that building a great engine rooted for one platform (like rendware's PS2 roots) is a requirement for getting an engine that makes good games in the long run, for each generation.
Maybe Chameleon will graphically deliver more in the final product, but I'm not expecting anything as good as GT HD concept's graphics, maybe something similar to Split second.
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what is very strnge in this interview, is that critezrion technical guys seem to ,imply their game is better looking than GT5 !!! just because they : use less polygons per car than GT5 (probably less than 100 000 vs 500 000) + less resolution (1280*720 vs 1280*1080) + only 30 fps vs 60 fps + image based lighting = allowing them to surpass GT5 graphically
which obviously is not true
so I agree with you thhat : I dont believe a multiplatform racing game (be it a criterion or a codemasters or EA game) could surpass on ps3 or 360 an exclusive racing game (GT5 or PGR4 n 360 ?)
multiplatform game = a lot of cosntraints so the game would run equally on all platforms
running the game equally on all platforms is an imporant criteria for multiplatform engines vs exclusive games where the priority iis simply to use in the most effective way the resources available in one platform....
it is also intriguing the fact that criteion is not using at all the CELL SPEs for graphics....very strnge...given the fact that the 360 GPU is more powerful (due mainly to the 10 mo 256go/s edram) I wonder how criterion are achieving this equality in graphics between the ps3 and 360 version ?!! maybe in 360 we hve 2 or 4x anti aliasing nd ps3 version run without nti aliasing ? we will see with DF analysis when the gme hit the store...
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awesome
its the same hardware as 5 years ago, but the performance they can squeeze keep getting better annd better.
this also nice news for PC Gamer.
No need to do VGA card upgrade as often as a few years ago
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Technically they didn't say that, even though I see why it sounds like they did.
You have to use parallelism - you don't have to use threads.
Using parallelism without threading; assuming they are not just referring to the Altivec SIMD functionality of both the CELL and Xenon, usually refers to having a single thread for the main program and potentially using a Master/slave, server/client configuration to distribute work to the other asymmetric/symmetric cores (which are assumed to execute a separate hardware thread per core each).
This is the same as build a program (without using threads) with a programmable GPU; it doesn't stop the GPU from using threaded parallelism for the tasks it is given.
From what I've read and tried using OpenCL; Compute Language, not Graphics language. It appears that the early OpenCL implementations aren't thread safe; so maybe they've decided to use the cross-platform OpenCL to utilise the resources of the PC, 360 and PS3 in a flexible platform independent way without programming threads.
The deferred shading for the world and forward render of the car, is probably allowing them to utilise the extra CPU power on each system for graphics; compositing frame buffer sections on the CPU and maybe even doing the Car's image based lighting there.
The one technical aspect of the interview I wasn't keen on, was that all the input lag figures were given in a vague wishy washy way; nothing concrete, all except the value for Wipeout which seemed to be used like a criticism of the game.
I'll also be surprised if the average latency on a wired or wireless pad for either 360 or PS3 is below 16ms; if it was quicker than that, then Akira's one frame knee move in Virtua fighter 5 would be easier for begineers; kick + guard (release K after 1frame).
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which obviously is not true "
No he didn't. He said spending millions of polygons on cars is great for taking screenshots of cars, but if you take a step back and look at the whole game image in motion, he thinks their game looks better, and image based lighting is part of that.
GT5's cars look great standing still, but they look slightly "otherworldly" in motion, and their environments are shit. Does that make it a better looking game because the cars look prettier in the screenshots?
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Are you sure you've played GT Concept HD?
I'm pretty sure the cliff face(with normal mapping) and the high dynamic range lighting/lens flare, especially in the ravine tunnel (like the opening film sequence of “Die Another Day”) is still going to look better than NFS environments.
The E3 NFS gameplay footage doesn't look very special to me, so it would really need to be a lot better, even to feature in a sentence with GT.
One of the things that seems completely absent from NFS, is gameplay camera AI. It might be predetermined in arcade racers like Out Run, but it is atleast still present to vary the view.
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