MotorStorm dev talks SPU usage and 'cooperative rendering'

Scott Kirkland, the Technical Director behind MotorStorm, sat down with Beyond3D recently to talk about some of the more technical details of developing the intense off-road racer. They cover a pretty wide range of topics, from Evolution's contributions in developing the Havok 4.5 physics middleware, to culling unseen vertices in order to increase rendering performance. Here are a couple highlights:

On SPU usage:
"MotorStorm only uses between 15 and 20 percent of available SPU resource, so we're aiming to achieve a 5 fold increase in SPU performance, which should allow us to do some awesome stuff!"

On using the SPUs and RSX for cooperative rendering:
"The leap in performance provided by [the SPUs] gives us the bandwidth to significantly reduce RSX time spent processing vertices that don't contribute to the final scene. The favoured approach is to use SPUs to generate minimal scene/instance specific index and vertex buffers from compressed data."

It is a fantastic read, and well worth checking out. It gets EXTREMELY technical at a couple points, so don't feel bad if your brain catches on fire. I set off the fire alarm twice.

Tags: evolution, havoc, motorstorm, rsx, SPU

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