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Trials is celebrated as one of the few games to achieve the fabled 60fps lock - something we hope to see again in Fusion on next-gen console. This brings entirely new possibilities for the Track Central - our user created content sharing platform. As a part of Ubisoft we have access to their big server infrastructure and we can fully customise it to match our needs. We have expanded the possibilities even further. Trials Fusion is our third game to include user created content creation and sharing system. In the 'single player mode' you always see your friends' results, you play against their ghosts, watch their replays and compete against them in the online leaderboards. Trials has always been a connected experience. With the new Trials specifically in mind, what opportunities did the new technology open up for you?Ĭonsole gaming is now more online oriented than ever, and hardware manufacturers are pushing new online features such as game recording to online video services. The GPU performance is a huge jump ahead, especially when you consider all the efficiency gains provided by compute shaders and other architectural improvements.
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We knew the rough target specs of the next-generation hardware, so we bought us PC GPUs that estimated the next-generation GPU performance as closely as possible.Īfter spending so many years writing games exclusively on Xbox 360, we were really thrilled about the possibilities of the next-generation hardware. We started Trials Fusion project in 2012 using high-end PCs. The GPU performance is a huge jump ahead." "After spending so many years writing games exclusively on Xbox 360, we were really thrilled about the possibilities of the next-generation hardware. When did you start development of Trials Fusion? Were the specs of the next-gen consoles known at that point? What were your thoughts about the power on offer?
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You can read our full thoughts in the final game in our recently published four-way Face-Off. However, we did get some hands-on time with the game via the PC beta.
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In the case of Trials Fusion, questions were submitted to RedLynx before the Xbox One 800p to 900p patch was common knowledge, and before we'd seen any of the console versions of the game. On top of that, we talk Mantle, DirectX 12, GPU compute and much, much more.īut before we begin, a quick clarification - these deep-dive interviews aren't easy to arrange - and to provide the kind of depth we strive for, they often need to be set-up way ahead of time.
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There's also an in-depth conversation on the thorny subject of the Xbox One's 32MB of ESRAM - does optimising a game for the seemingly meagre amount of available scratchpad memory actually hold back developers from getting the most out of PS4 and PC versions of the game? And what's the score with games that run at 720p on Xbox One and 1080p on PlayStation 4? You'll find out here. Here we'll learn how RedLynx prototyped the new game, what the new consoles add to the mix and how the company approached the Xbox 360 version of the game. Whereas previous interviews have concentrated on how RedLynx coaxed stunning effects, physics and performance from Xbox 360 hardware, the topic of conversation shifts somewhat here: Trials Fusion is the studio's first simultaneous release, multi-platform project - and a cross-generation game to boot. With the arrival of a new Trials game, it's the Digital Foundry tradition to accompany the launch with an in-depth tech interview with RedLynx's tech mastermind, lead graphics programmer Sebastian Aaltonen - aka sebbbi.
