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Tech Focus: Firemint on iPad 2 development

Digital Foundry talks with the makers of Real Racing on the challenges and opportunities of high-end iOS development

Digital FoundryIn your press, you talk about developing the iPad 2 enhanced version "blind", with no access to the hardware and a feature-set based on best guesses. A 9x performance leap took most people by surprise. What was your internal analysis of where Apple would go with iPad 2... what did you get right and what did you get wrong?
Rob Murray

In anticipating the iPad 2 release we were actually working with a matrix of different possibilities for what it might be, as time went by and we heard rumours we would adjust the probabilities in each configuration. We worked on basically two versions for iPad 2, one was built for about 25 per cent to 50 per cent performance increase, the other was the "hit it out of the park" kind of performance increase.

When we saw the keynote we switched gears rapidly to the "hit it out of the park" version that meant that we were finishing off a new graphics set that we had been working on. Even with our "hit it out of the park" version we were able to turn on full screen anti-aliasing and many other effects that we didn't think would make it, so Apple surprised us also, but I think we were far more ready for it than other developers.

Digital FoundryWhat other opportunities does the hardware boost give you? I remember a Real Racing 1 demo running a lot more cars on newer iOS hardware...
Rob Murray

We considered other things that we could do with the increased iPad 2 power. The 40-car demo that we showed for Real Racing 1 on a 3GS was a great way to demonstrate the power of the new device but hardly practical for the game itself. Better graphics and smoother performance is what we most wanted to explore.

Digital FoundryWhy opt for 1080p30 in particular for the iPad 2 version of Real Racing 2. Was 720p60 an option?
Rob Murray

Actually, the game will support both 1080p and 720p through HDMI, but the Full HD version (1080p) got us the most excited. Plus, we wanted to go a step beyond what your typical console game provides - there aren't a lot of current-gen titles out there that run naturally at 1080p without upscaling. The game doesn't just drive the 1920x1080 display on the TV, but it also runs its own 1024x768 screen at the same time. That's a lot of pixels.

Digital FoundryOnce the iPad 2 spec was locked, what changes did you make to the "speculative" code and how long did the update take to finish?
Rob Murray

Once the iPad 2 spec was locked, the main changes to the speculative code were to import and polish up all the new graphics we were working on and then turn on effects like anti-aliasing, anisotropic filtering etc. There were a lot of details to sort out too, just because the code is quite complex.

We had a solid speculative build within roughly a week from the announcement and then polished from there. Real Racing 2 HD on iPad 2 was not an update - it was the first release of the iPad version of the game.

We had a solid speculative build within roughly a week from the announcement and then polished from there. Real Racing 2 HD on iPad 2 was not an update - it was the first release of the iPad version of the game.

Digital FoundryThere's been a quantum leap in performance from iPad 1 to iPad 2: dual core CPU and GPU, faster RAM and more of it. How are you able to tap into that power? Are new libraries provided in the SDK, or is it simply a case of testing the existing ones and seeing how much faster they are with new hardware?
Rob Murray

You will get a big performance boost for free without making any code changes. Beyond that it's a matter of tailoring your CPU code and graphics engine to take advantage of the additional horsepower.

There is no need to use any new libraries to see how much faster everything runs on iPad 2. If you want to use the CPU to its fullest though, you may want to think about how you architect your code to utilise multiple threads and there are some more sophisticated things you can do with Apple APIs.

Digital FoundryThe jump from single core CPU architecture to dual core is a major leap. Are you able to access the CPU directly and develop your own multi-core optimised code, or are beholden to Apple's APIs to do the job for you?
Rob Murray

Utilising threads within your game will activate the multi-core CPU without having to do any magic. We have some threads within Real Racing 2 HD that have benefitted from this. However you can use some of the Apple SDK to take tight control over multi-core CPUs, so that is something exciting to explore in the future.

Digital FoundryBearing in mind the generational increase in power iPad 2 represents, is there a case for Apple to launch a home console based on its yearly refresh model? Would this be something you'd support? As you mentioned in your press release, Real Racing 2 on iPad 2 is effectively offering a home console mode...
Rob Murray

An important point to remember is that the full screen 1080p output coming to Real Racing 2 HD is dual screen. We're not simply throwing the image up onto a HDTV - we're providing a new, exciting way to engage with the game.

We haven't used the phrase "home console mode", and I don't believe it best describes what we're out to achieve. In the years to come, we want playing experience for users to be seamless so you don't have to jump between mobile, console and whatever other device you might have.

We want it to be invisible and natural. One minute you might be hooked up to your big screen at home, iPad 2 in hand speeding along in Real Racing 2 HD. The next you're disconnected and on the go, playing the same race - and all you had to do was unplug a single cable. We don't want users thinking about connectivity, it should just happen.

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Richard Leadbetter avatar
Richard Leadbetter: Rich has been a games journalist since the days of 16-bit and specialises in technical analysis. He's commonly known around Eurogamer as the Blacksmith of the Future.
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