![]() Whilst this graphical work was happening, the gameplay guys worked on the actual playability of the game on Vita. However the complex shaders and lighting wizardry that was used to define the vibrant Geometry Wars world on PS4 was a bit too much for its sibling to cope with, so we had to deploy some developer tricks to achieve similar results, and after a few months, we had something that not only looked spot-on, but also maintained that all-important framerate. This instantly helped to free up GPU (graphics processor unit) time, along with a little CPU (central processing unit) time. One advantage is that the Vita’s display is lower than a 1080p TV, so we did not need to flood the game with as many pixels every frame. The Vita’s graphical architecture is quite advanced for a handheld platform, but it is not at the same level as PS4, so our graphics team looked at how we could achieve comparable visual fidelity between the two versions while still keeping the game silky smooth. We wanted Geometry Wars 3: Dimensions Evolved to be the same fully featured experience it is on PS4 and PS3 - capturing all of the varied gameplay and enemies that can be encountered across its multiplayer modes and 100+ single-player levels.Īmong the technical challenges we faced, we had to ensure that we could hold a steady 60 FPS (frames per second) even when there were hordes of enemies chasing you down. The pin-sharp screen coupled with the twin sticks are a perfect fit for the game, so we were really happy to go ahead with the conversion. We’re big fans of the Vita here at Lucid, and we were always very keen to bring the Geometry Wars series to it. Hi all! I’m really excited to give you a little insight into our experience bringing Geometry Wars 3: Dimensions Evolved to PS Vita.
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