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Red Faction: Guerrilla's Big Bang Theory Article

PC Xbox 360 PlayStation 3
Article by Richard Leadbetter

27 June, 2009

Page 2 of 2. <- Page 1

One particular challenge facing Volition was that the sheer scope of their destruction model could in many cases overwhelm the Havok code, even when it had been optimised for the target platforms.

"Internally, the destruction system is capable of modelling and processing buildings of super high complexity," Baranec continues. "But if you let a simulation of that fidelity run, it is very easy to get into a situation where you are just presenting the console hardware with too much work to do. So we spent a large amount of time balancing out extreme detail with what the hardware can reasonably do."

Which brings us on to the question of where you draw the line between mathematically correct physics and just how realistic they need to be within the confines what is – at the end of the day – just a game. To what actual level of precision do the calculations have to reach before the effects become basically unnoticeable?

"There is a definitely a diminishing returns curve here, the problem is what is noticeable to the average player is a moving target based on what is happening in game at any particular moment," says Eric Arnold. "Knocking a hole through a wall right in front of your face is a completely different problem than a two story office building collapsing in on itself. We had handle both, and everything in between, without slowing the game down or pulling the player out of the fiction we created."

There's also the concept of you what might call "hero" physics to consider. As the Burnout team will tell you, adhering to reality too closely might well be the mathematically correct thing to do, but it will be to the overall detriment of the game.

"For the most part we stayed as close as possible to reality mainly so things react the way the player expects," admits Arnold. "But the rule was 'this is a game, fun trumps correctness!' The largest example is probably the sledgehammer. Not even the world's strongest man could tear through a wall or send a bad guy sailing the way you can in the game, but that doesn't matter because it feels good and is a whole lot of fun. If we insisted on realism the player would spend half an hour chipping away at a wall to make a small hole (or more likely give up after a few swings because it is boring)."

"One of my favourite phrases about game development is 'we're not making simulations, we're making games'," adds Baranec. "This is often used to chide a young programmer who is trying to get too fancy or complex with a new piece of code. A corollary is 'perception is everything'... what was important was to get a bunch of eye-pleasing objects flying around and crashing into each other in believable ways. Better to have a game than a mathematically correct simulation that takes 30 minutes to render a frame."

Red Faction: Guerrilla came under scrutiny in our recent Face-Off 20 feature, which also featured an extended high definition video showing that Volition's conversion work on both platforms is of a very good quality.

"This was one of our top priorities," admits Eric Arnold. "We knew from the start it would be cross platform even though the PS3 development hardware was still years off when we started. Once we got it and had the game running the two machines moved in lock step to the end of the project... Given how hard we are pushing the systems I'm still impressed that we were able to make them virtually identical, it certainly took a lot of hard work from some very smart people on the team to get there."

In our previous Burnout tech retrospective, Criterion explained its system of "balance points" – the notion of creating a game experience that runs almost identically on multiple systems by taking a holistic view of what each platform is capable of in its entirety. Code was essentially identical regardless of the hardware being targeted. An elegant approach, but while there were similarities in their way of handling things, the Volition guys optimised each platform individually.

"In terms of hardware specifics, the multiprocessing setups on the 360 and the PS3 are significantly different," says Baranec. "At some point, you simply have to diverge big pieces of code to efficiently deal with this. For us, the two big areas here were physics and rendering. Both areas had high level cross-platform frameworks, but when you get to the most performance oriented areas, they did diverge into totally platform specific code. Thankfully, the volume of code this represents of the overall codebase is very small."

Keeping the two platforms at the same level of performance did however incur several sacrifices from the team.

"We went as far as cutting optimisations because they would only work on one platform," reveals Arnold. "For our own sanity we tried to keep the internals as close as possible, but with the SPUs we had to do custom solutions at the time for performance reasons. For destruction, I had to physically remove functionality and code from Havok in order to make room for our system on the SPUs."

"Generally speaking, we like to keep both platforms developing in parallel. You can't really afford to let one platform slip behind because then it becomes difficult to make predictions about overall performance and features," adds Dave Baranec. "Which then impacts the ability to create assets, which then impacts the schedule, which then impacts the budget, etc."

Regardless of the challenges working with the current generation consoles brought about, the fact is that Volition and the GeoMod engine will be around for a long time yet – with the principles and fundamental technology now established, it will scale up to the next generation and even beyond. And for those lamenting the passing of the terrain deformation in the original GeoMod, there is hope it may return.

"In terms of an improved feature set, anything is possible," reckons Baranec. "The original GeoMod engine was a boolean solid operation engine, which made it ideal for terrain modification. While this is a distinct piece of functionality from GeoMod 2.0, there's nothing inherently stopping them from being rolled together into one world... What I find really exciting is that the tech is trivially expandable as hardware improves. The core system is capable of doing much more than you see in RFG. What limits us currently is how much rigid body simulation modern hardware can do. In that sense, the engine is very much a mean nasty dog that we have to keep leashed... for now."

Red Faction: Guerilla is out now for both Xbox 360 and PlayStation 3, with DLC announcements due imminently. A PC version is set for release on Friday, August 28.

Do you want to know more? The Digital Foundry channel is updated frequently with new technology stories and performance analyses. The full transcript of our interview with Volition will be running next week.

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Comments: 1-28 of 28 in total

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Metalfish
27/06/09 @ 11:03
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The tech is extremely impressive, and does what it needs to very well. I guess the next step, if you want it to look a little more real, is to working some structural properties such as bending rather than the pure collapsing here that's a little like wet sand rather than concrete.
Chufty
27/06/09 @ 11:28
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Great article, very interesting. Shame there was no PC angle though, but I expect that from EG :)

I guess we have BitTorrent to thank for the delayed PC version.
Wastelander
27/06/09 @ 11:32
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I'm not convinced with the tech TBH. I completed RFG and enjoyed it loads, but most of the time I found the physics doesn't actually work as it should (floating floors, whole buildings held up with a couple of sticks, ladders in mid-air etc)
Looks great when everything's exploding, but the whole ''take out the structural supports and watch the building collapse realistically' doesn't really work in practice.

Almost seems like a step back from the original geomod by being limited to just structures as well.

Edited 1 times, most recently on 27/06/09 @ 12:33
Wastelander
27/06/09 @ 11:34
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Oh, and where the hell is our New Game+?

Way to give us all the nice toys at the end of the game then leave us bugger all to do with them because we've levelled the planet already.
schachmatt
27/06/09 @ 11:40
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I would find it more interesting if RF would be compared to similar advances in games like Alone in the Dark 5 or the tech demo LucasArts showed off before Force Unleashed or Crysis. Biggest difference probably being others didn't focus gameplay around it and not having massive structures built with it.
Only looking at RF is too one-sided and doesn't show how far the general technology in gaming really is, contemporary gimmick or future.
Nonetheless I always enjoy Richard's articles.
miiiguel
27/06/09 @ 12:07
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advantage of these resources as the engine was built around the limitations of the consoles it was designed for.
Or it is designed to match the limitations my PC (and milions of others) have ?
zakrocz
27/06/09 @ 12:15
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Good read. Good fun game thanks to the destruction tech and multiplayer is a real blast with the powerup backpacks
frostcircus
27/06/09 @ 12:29
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Volition's last PC port was fucking atrocious, so I refuse to raise my hopes over this one
N@
27/06/09 @ 13:08
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what
basalarmageddon
27/06/09 @ 13:15
#12
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I wouldent mind seing what the mod comunity would do with the PC port.
DaemonSpawn
27/06/09 @ 13:24
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2 mute09
On xbox 260 game runs pretty well. Not my PC preferred 60+ fps, but solid 30 - for sure. Explosions and destruction can sometimes be very spectacular - I''ve never seen anything like it in videogames.
Of course Crysis has much better textures, lighting, geometry, view distance, beautiful special effects, particle system and quite realistic physics, but when my high-end PC bows in horror on CPU_demo1 (the one with unlimited rocket launcher ammo and several exploding huts), I clearly understand that RFG has in some way more fun destruction physics because it runs on inferior hardware (xbox 360/ps3) with tons of limitations and still allows to blow much more shit up.
Yeah, it's not photorealistic, yeah, not that technologically advanced as Crysis, but it's still fun to play (blow up, destroy and crush) and watch (collapsing buildings and... well - more collapsing buildings), just in its own way.
I'd like to have more games like RFG which build gameplay around some fun feature and really make that feature work without crippling all other game aspects (plot, graphics, level design, framerate etc) too bad.
Edited 1 times, most recently on 27/06/09 @ 14:26
Super_Zee
27/06/09 @ 13:47
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Really interesting article, but it's nit-picking time - RFG doesn't belong in the "First Person Shooter genre" as, well, it's not an FPS. I really wish it was, but the devs argued they had to move to third-person so the player wouldn't get lost in the carnage. I'm not convinced, but I would have preferred a linear FPS with an amazing storyline, brilliant set-pieces and rock deformation anyway.
Lemming81
27/06/09 @ 15:33
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Physics and nice graphics would have been nice and not unreasonable in this day and age. I was going to get this game but all the footage of it I've seen make it looks...well a bit shit in the visual department really. Can't put my finger on it though. Maybe inFamous has spoilt me a bit.

Also, I would have loved a more gritty Blackhawk Down feel to the game. The whole insurgence on a dusty red landscape could have made this fantastic rather than the slight cartooniness it seems to have instead.
Edited 1 times, most recently on 27/06/09 @ 16:36
Weebleboy
27/06/09 @ 15:47
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Or you could, you know, just use Havok Destruction.
Nephirion
27/06/09 @ 18:44
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@ miiiguel; If you PC is limited you can buy a new one or upgrade with a console your stuck with a limited hardware spec
miiiguel
27/06/09 @ 21:30
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@Nephirion : that wouldn't change anything, PC is an open architeture, and therefor a dev has to think about every single one out there. Consoles do not suffer from that.
Anyway, I can't stand office-desk gaming, I do PC 10 hours a day for working purposes, don't do ludic on a PC.
Chufty
28/06/09 @ 09:30
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@Nephirion : that wouldn't change anything, PC is an open architeture, and therefor a dev has to think about every single one out there. Consoles do not suffer from that.

Supposedly, that's what DirectX is for - unifying PC gaming architecture. The problem is NVidia keep making faster and more expensive graphics cards and convincing people that they're needed to play the latest games - which is just completely wrong.

Even a fairly old and fairly cheap PC processor is going to be much better at doing this sort of complex physics processing than certainly a PS3 and probably an Xbox 360 as well. In theory the PC game should be far superior.

PC gamers, however, know it wont be.
onyxbox
29/06/09 @ 08:04
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Excellent Article, this is more like it EG. I love reading this kind of feature.

:-D
kinky_mong
29/06/09 @ 09:52
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Screw all the moaners, as Volition said in the article, fun comes first over realism. The Geo-Mod technology is a great achievement and while impressive in Single Player, it really is something else in multiplayer. Playing a match on Quarantine is fantastic when the heavily built up square area gets reduced to rubble by the end of the match.
Chufty
29/06/09 @ 11:13
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mute09: Thanks for your intelligent contribution.
miufs
29/06/09 @ 11:54
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As a civil engineer i must say that some parts of it are very good indeed but in others it lacks some major physical properties of materials such as the plasticity of steel and lines of rupture of structures with multiple degree of freedom.

But even so, it´s great to see these improvements in a game.
Kudos to Volition!
donnie080208
29/06/09 @ 12:10
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possibly the best game engine this gen although games like gt5p may look nicer they sacrifice that for no physics/damage.just think what this engine wpuld be like in in a game like saints row3 or GTA and away form the boring redness of mars.
Dr.Mott
29/06/09 @ 13:26
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It is definitely a very impressive engine, although as someone already said, you do get huge buildings being supported on just a couple of tiny sticks on too many occasions. But generally though, brilliant, especially in multiplayer.
RichardDawkins
30/06/09 @ 10:34
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Wastelander I think you can put a lot of that down to the lower gravity of Mars.
Darren
02/07/09 @ 15:05
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I'm happy to wait for the PC version because, while the console versions are undeniably impressive in terms of physics, that has come at the expense of a smooth tear-free framerate but Volition have never been too bothered about that in the past. The god-awful tearing in the console demos I tried instantly put me off purchasing it on either of those platforms. Nice game otherwise though even if the physics and over abundance of red in the colour palette are really the only two things which make it stand out from any other third-person action game.

Even if the PC version is poorly optimised, my PC should still be able to run it fine because its far more powerful than either a PS3 or Xbox 360. Here's hoping that we still get a quality "port" though.
Davemanz
07/08/09 @ 06:44
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Darren, what console did you play the demo on? I have the PS3 version, and while I wasn't entirely impressed by the demo I bought the game and the engine runs amazingly well. The frame rate is really high and I don't see any tearing, really. This and Burnout are both built on absolutely wonderful engines that work great on the PS3, give it a shot.

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