![]() These vehicles feature procedural damage too - bending and warping according to collision points and velocity of impact. ![]() Wheels and tyres alone use 20,000 polygons, enhanced with parallax occlusion mapping, with detail to the point where tread accumulates dirt or snow. That is a reduction from the straight quarter-million of DriveClub, but that's not a bad trade considering that Evo doubles frame-rate in the final release and renders up to 24 cars on-screen simultaneously. The full LOD models average out at around 180,000 polygons per vehicle. The initial focus on 30fps action is reflected in the quality of the assets. We spent a couple of days at Codemasters Evo, chatting to the developers and getting a grip on how the team's new multi-platform engine evolved. As it happens, the performance mode still holds up visually - Evo uses a temporal reprojection anti-aliasing solution that does a tremendous job of smoothing off the jaggies and resolving in-surface aliasing. Those who prefer high pixel-counts can go for a resolution-focused mode though, available on base PS4, Pro and Xbox One X. Only the regular Xbox One doesn't feature it as standard at launch - though the team continues to work on it. Initially, this would be the preserve of the enhanced consoles only, but as the team focused more intensely on high frame-rate support towards the tail-end of development, the standard PS4 became a viable target too. However, moving to the lower-level APIs opened up the headroom to target 60fps instead. This greatly reduces CPU utilisation, which is a big deal in a world where current-gen console designs make CPU time such a precious resource.Īccording to Evo, 30fps was the target for 18 months of the two-year development cycle, with all art created with that frame-rate in mind. This involved going 'bindless' - instead of binding resources to the API for every draw call, Evo groups elements together, putting them into a group that is binded just once before rendering. ![]() With 24 cars on-screen in the 'stampede' and an array of physics and destruction in play, Onrush at its most insane looks quite unlike any other current-gen racer - and it's a technological achievement made possible by ditching legacy code, rebuilding the studio's engine from the ground up.īeginning by taking a look at Codemasters' established multi-platform Ego engine, the team added in support for technologies it had used previously, like Havok physics, before crafting its own bespoke rendering solution based on DX12 and the low-level graphics API used by PlayStation 4. ![]() At first glance, Onrush is reminiscent of Evo's iconic work on MotorStorm, but look further and you'll see definite influences from Burnout and SSX - not least in its pursuit of intense action rendered at a slick 60 frames per second. ![]() The end result is a new arcade racing title built on a brand new engine, releasing next week on PlayStation 4 and Xbox One, with a PC version to follow. The key difference is that the studio has moved onto multi-platform development, a fundamental shift after years of supporting PlayStation systems only. What we're looking at here is effectively the same team with the same focus on technologically advanced racing games, still operating from the same studio space in Runcorn, Cheshire. World Rally Championship, MotorStorm, DriveClub - Sony may have jettisoned developer Evolution Studios from its first-party line-up, but the studio lives on in the form of Codemasters Evo, and after two years of work, it's on the cusp of releasing its new game: Onrush. ![]()
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