Tech Interview: Trials HD

Sebastian Aaltonen and Antti Ilvessuo discuss the technology behind this year's top XBLA game.

In the four weeks since it launched, RedLynx's Trials HD on Xbox Live Arcade has swiftly become one of the most fantastic success stories in the history of Microsoft's digital delivery platform, selling over 300,000 copies. Combining ultra-addictive gameplay with a bespoke, highly advanced physics and graphics engine, Trials HD takes a decidedly retro game concept and updates it in spectacular fashion for the Xbox 360 generation.

In this exhaustive technical interview, we talk with two of the guiding lights behind the game's development. RedLynx's lead programmer Sebastian Aaltonen (aka sebbbi in online circles) is one of the technically gifted coders currently working on the Microsoft console, and has created a graphics engine that exercises and indeed re-purposes the unique architecture to produce a truly unique-looking game. Not only that, but Trials HD is a masterpiece of memory management. There is no loading - access to all content is instant. The 210MB download uncompresses to around 400MB internally, with each level taking a mere 8K (yes, 50 per cent of the memory of a low-end ZX Spectrum) while tournament options occupy a mere 100 bytes (!).

Put simply, the chance to interview sebbbi is the chance to fully geek-out, so expect plenty of in-depth talk on topics including deferred lighting, pixel formats and render targets. Where appropriate, clickthrough links have been strategically inserted to help with some of the terminology.

Also taking part in this feature is RedLynx co-founder and creative director, Antti Ilvessuo, weighing in on non-tech based matters. The guys have given their all in helping to put this piece together, but the 9/10-rated Trials HD is a game more than deserving of their - and our - best efforts. In addition to the interview content, you'll also find an exclusive video made just for this feature: a compilation of some of the best Trials HD gameplay from the world's best players, plus snapshots of RedLynx's development environment are included for your viewing pleasure.

Enough small talk. Let's get going.

Digital Foundry: Can you outline to us how Trials HD came about for Xbox 360? Why Xbox Live Arcade?

Sebastian Aaltonen: The previous game in the Trials series, Trials 2: Second Edition for PC, already had a feature set that was a perfect fit for Xbox Live Arcade. It had arcade-style gameplay, direct support for the Xbox 360 pad, achievements, leaderboards, data storage on leaderboards (replays and ghost), global ranking, etc. It was really a natural progression to expand the Trials game series to Xbox Live Arcade and there was a huge demand for a console version. The Microsoft people really were gamers; that also helped us to make our mind up on Xbox Live Arcade. They were truly enthusiastic about Trials, and the support we were promised and we hoped for... we got it from them. Everything was in place to focus on developing a simply great game.

Digital Foundry: What are the key technological advances you made for the Xbox 360 game and why did you choose to make them?

Sebastian Aaltonen: The most important change is the unified physics model we use in Trials HD. A highly developed physics model has always been the core feature of Trials games, but until Trials HD the bike physics have been modelled with our own simple 2D physics engine.

In our previous game, Trials 2 SE, only the moving physics obstacles and the rider ragdoll were simulated using a real 3D physics engine. In Trials HD everything is simulated using a fully featured 3D physics engine. Full 3D physics allowed us to create levels that were not possible before and the physics interaction between different types of objects feels more natural, and the amount of physics glitches are reduced greatly.

In Trials 2, the bike collision model for example was just two spheres (bike tyres) connected to a centre sphere (the bike's engine) and a front sphere (the bike's handle bar). Obstacles often got stuck between the separate bike parts and the physics response felt a bit unnatural. In Trials HD the bike is a real 3D entity and its collision model is very precisely modelled to match the graphics model. We also have physically modelled springs and shock absorbers on the bike, and the rider physics are now also simulated when he sits on the bike. The rider pulls the handlebars for real when you lean forward; it's not just a baked animation and a faked impulse like it used to be in the past.

The graphics engine was also improved greatly. The shadows and lighting were changed the most. Now we have universal real-time soft shadows cast from each object, including translucent shadows (windows, fences, glass, etc). All object materials are modelled with pixel-perfect precision, and we have parallax mapping on each surface adding the highly needed extra bit of detail to the rough warehouse surfaces.

Graphics engine optimisation was the single task that required the most work. The result is stunning, however: we achieve a constant full 60 frames-per-second representation all the time. The game rendering is also vertical-refresh-locked to produce absolutely tearless graphics output - a thing we rarely see even in current generation retail console games.

A montage of Trials HD action from the best players in the world, making the game look 10 times easier than it actually is! The game saves the top 5000 performances on each of the levels, allowing you to view them at will, usually in a hushed awe.

Digital Foundry: A number of features have been removed from the Xbox 360 game, while others have been added. How did you come to make those decisions?

Sebastian Aaltonen: We wanted Trials HD to be as streamlined and polished as possible - to include only the features that were important for the gameplay experience, and implement those features really well. In comparison, Trials 2 SE development was more ad-hoc and partly also experimental, with lots of learning points we could now utilise in Trials HD. All kinds of small features were added constantly, even a few days before the launch. Needless to say, Trials 2 SE was patched several times after the release before we got it perfected. Quality standards required in console games are much higher, and we really wanted Trials HD to be perfect at the launch day. We are really happy about the end result.

Some of the features like the exotic camera angle options were removed because nobody at our office was using anything else than the default camera mode. It's almost impossible to ride the bike using a first-person camera, a cinematic checkpoint camera or a camera mounted to the side of the bike. Instead of making 10 flashy but mostly unusable camera modes, we decided to make one really polished and fine-tuned camera mode.

The excessive statistics that were shown all the time on the upper part of the Trials 2 game screen were also removed. Nobody really had the time to look how many flips he made, how many meters he was doing wheelies or how long he was airborne while he was trying to beat the selected player's time in a racing track leaderboard.

The bones broken counter was funny, but we made a separate game mode for all the hardcore bone-breakers out there. It was a really good decision to separate all these special actions and statistics to their own mini games, and show only the information the player needs for the game mode he is playing. Now the in-game UI is much more elegant and friendly towards the new players. All information shown is actually relevant.

Comments (31) Latest comment 2 years ago

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  • HarryB #1 2 years ago

    Not an article for casual gamers, then.
  • Zeali #2 2 years ago

    #1 Your implying that casual gamers are stupid?

    #5 fixed ;)
    Edited by 1 at 12/09/09 @ 11:20
  • HarryB #3 2 years ago

    Simply not interested, I would have thought. Not stupid!
  • m1rk #4 2 years ago

    As a programmer I find this kind of article hugely interesting. Great work - more please :)
  • Xerx3s #5 2 years ago

    "#1 Your applying that casual gamers are stupid? "

    Implying? ;)
  • womble #6 2 years ago

    Excellent article, DF.

    And congrats to the guys behind Trials. It really is an amazing piece of technology, and a decent game too. It's extremely rare to have a (relatively) small company be able to put this much technical prowess and effort in to a game.



  • womble #7 2 years ago

    @ Harry B:

    "Not an article for casual gamers, then."

    Which part of "TECH Interview" gave you the most trouble? ;-)

    This is a technical blog. It says so right on the front page:

    "This blog is based on technical and gaming issues... "

  • DDevil #8 2 years ago

    #8 That's no way to talk about your mother.

    edit: Oh noes! He was banned and now it seems I'm talking to myself. Which is the story of my life really.
    Edited by 1 at 12/09/09 @ 15:56
  • Nephirion #9 2 years ago

    If it's so good how come it is not multi-platform?
  • adcworks #10 2 years ago

    great article, very interesting. again as a programmer i find this stuff exciting :) trials hd is a fantastic game, very polished and great fun to compete with friends :)
  • Alkeno #11 2 years ago

    This is the best piece of writing I've seen on Digital Foundry for quite a long time. Huge, immensely detailed, precise, down to the point... and hugely interesting.

    Richard made very good questions and Sebastian's answers were spot-on, a pleasure to read. Sebastian even gave us a possible explanation of why input lag is bigger in this generation (I've have loved Richard to ask more in that direction, Sebastian's insight would have been invaluable).
  • rotmm #12 2 years ago

    Really enjoyed the interview, thanks.

    As for TrialsHD, I get the feeling that I'm never going to finish it. Love the game, but just too damn hard for me ;)
  • Ryze #13 2 years ago

    I've got to come clean - I ignored or missed all of the shouting and hype about Trials HD, and discovered it last week like a noob, by finally succuming (spelling!?) to one of the Spotlight 'ads' on the Xbox dash.

    I had seen it for weeks since the launch - heard the name bandied about, but was too busy to listen, and was only really thinking about Marvel / Capcom 2.

    So! I didn't even know it was a bloody motorbike game! Assumed by the title that it was some sort of weird puzzle game and ignored it! Didn't pay attention to the guy with a crash helmet on - assumed he was a futuristic astronaut or something. Didn't really think about it at all.

    I was even speaking to to my brother 3 weeks ago (gaming nut, but not a techie or reader of the press at all) - telling him about all of the highlights of XBL, and how it's packed with decent games in 2009. Had no idea that this game should have been one of the big topics of the convo. I was encouraging him to get Peggle and Battlefield.

    Anyway - quality stuff.

    /should get a blog
    Edited by 1 at 12/09/09 @ 11:16
  • rotmm #14 2 years ago

    Ryze, you should get a blog. :p
  • davisorle #15 2 years ago

    First of, this was a GREAT article/interview. Hadn't been so pleased from EG's interviews for more than a year I could say. Plus, its great hearing something else than of the nature "My wand will be bigger than yours" kinda thing with a dude just going ON and ON about his superior product by changing the subject. This was just a great set of questions with perfect and thorough evenly answers.

    If they are such a small team and they did such great job in such short time I guess they have huge future which is good. If they found the 360's GPU more flexi than PC's DX10 GPUs is good for their future on XBL and the console in general. All i wanna say is that they more than desearve a grats for what they did. It's amazing lil game which huge ammount of replayability value.

    ps: You HAVE TO change the video description before people believe it. Those replays make the game look at least 25x easier than it is, not just 10. I promise.
    Edited by 1 at 12/09/09 @ 11:45
  • dr_zoidthrob #16 2 years ago

    Just a damn shame they didn't check to see if the thin font was legible on an SD TV (it's not, by the way). Other than that - great game, great article
  • TONYgr #17 2 years ago

  • local_celebrity #18 2 years ago

    I remember the days when I used to be a programmer.

    10 Print "Dave likes to bum dogs"
    20 Goto 10

    Ah, those were the days. We had to make our own entertainment back then.
  • StooMonster #19 2 years ago

    I always preferred:

    10 Print "Dave likes to bum dogs ";
    20 Goto 10

    To utilise more 'potential'.
  • TheJuriel #20 2 years ago

    Niiiiiiiice. Also, I didn't know it had sold that well - that's really good to hear.
  • Super_Zee #21 2 years ago

    Being able to access user-made levels from anyone, not just Friends, would have made Trials HD absolute gaming perfection.
  • Hypercube #22 2 years ago

    I love this kind of article! As a non-game dev who plays lots of games, I've got a fair to middlign understanding of the tech, but always enjoy learning more, so the links in the article are fab.

    More of this sort of thing please!
  • Dizzy #23 2 years ago

    A much better article than the previous one (Sacred 2) because this game actually performs awesomely well and does some cool things. Good job.
  • TRUTH #24 2 years ago

    Marvel Vs Capcom 2,Bionic Arm - Rearmed, Trials HD, Portal, Shadow Complex, Ikugura, Rez HD, R-Type HD. Braid, Street Fighter II HD...with Alien Breed HD, coming soon. XB Live has really started to shine - also classics like: Castlevania SOTN, King Of Fighters 98, Smash TV, Gauro:Mark Of The Wolves. Metal Slug etc also to keep retro fans happy. XB360 seems reminds me of the good Snes days but with HD.

    Please MS bring 2D classics: SF III Third Strike, Street Fighter Vs X-Men, Samurai Showdown II to HD...pleeeeeease!
  • womble #25 2 years ago

    Nephirion wrote:

    "If it's so good how come it is not multi-platform?"

    Dude, did you even READ the article?

    If you had, you'd know that the core game IS multi-platform, and you'd know why they made the commercial decisions they did.

  • Calgon #26 2 years ago

    Nice article, I'm quite impressed with these devs, they seem to have invested some time and effort into 360 specific tech and reaped the rewards, if a small team can do this why aren't there more 360 engines around? Needs to be more 360 devs with this kind of attitude.

    I like the sounds of them making use of the memexport and the smart Ram/eDRAM in innovative ways, making use of all 6 threads efficiently sounds nice too but they say they think they can improve on that(naturally being their first attempt). It's a shame it doesnt say how much VMX128 code is in there, so maybe it's relying pretty much on the main cores/threads for the physics, graphics and animation, it's likely there is some use of VMX in there but since it wasn't mentioned, Im geussing not too much. I'd like to see someone attempt a multi-threaded fully vmx128 pipelined 360 engine(perhaps utilising all the XPS features for CPU to GPU communications) to get that performance boost XNA talked about at one of their dev conferences a couple of years back(funnily enough they mentioned the difficulties being similar to using a GPU in that talk too, needing a different approach which could be a reason no one has tried something bold yet... because its difficult and time consuming, we would deffinatley be hearing developer boasts, if they had by now IMO).

    We are finally starting to hear of 360 being treated like a console/custom hardware recently, which is refreshing, the 360 will need this approach if devs want to stand out or get the wow factor... especially as PC gaming starts to make all the consoles look dated(DX11 may do that even moreso... but atleast that brings hardware Tesselation which the 360 might benifit from devs who invest into in it, perhaps DX11 will place a greater emphasis on unified shaders too which might also benifit the 360).
    Edited by 6 at 13/09/09 @ 18:32
  • waggy79 #27 2 years ago

    As SuperZee said, PLEASE make the user generated levels available to everyone like LBP. If they could somehow patch or release DLC to make this possible the lifespan would be extended infinitely. (and would be a day one purchase)
  • Muppet64 #28 2 years ago

    This game is their first X360 attempt?

    Can't wait for their second!

    Great article & love the game, just wish I was better at it... (Well, at least me 'n' friends are in top 5000 on several tracks.)
  • hibee #29 2 years ago

    Got to say thanks for this article. Not cause I understood it or anything, but the embedded video got me to download the game, and my god is it awesome :)
  • Dr_Wadd #30 2 years ago

    If the devs are reading any of these comments, and assuming I`ve just not missed the feature in the game, one thing that desperately needs to be added in an update is to be able to watch replays in slow motion, and also to rewind replays. Their usefulness in being able to see how other players tackled particular obstacles is somewhat limited without these features.
  • Quixz #31 2 years ago

    I had to read some of the paragraphs twice and still didn't understand what they are were talking about :D