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Tech Focus: Killzone 3

Digital Foundry goes head-to-head with Guerrilla Games on the technical make-up of its latest shooter

Digital FoundryKillzone 2 was around 13GB in all while the sequel almost touches 42GB. A large amount of this new data takes the form of high bitrate Bink-format video. What are the reasons behind the switch to non-realtime video sequences?
Michiel van der Leeuw

The reason to do pre-rendered cut-scenes was based on a desire to remove any loading screens, any interruption of the experience from the user. We personally found the loading screens in Killzone 2 very jarring and disruptive of the experience.

We didn't actually change anything to the rendering process, the cut-scenes are rendered in native 720p with the Killzone rendering and exhibit the exact same quality as the game. We could have cheated and oversampled them or done something else to make them look fancy, but it would defeat the purpose - people would notice and it'd drag them out of the game.

Digital FoundryBink's a fairly ancient video codec by today's standards, and Sony's own libraries support higher quality, more space-efficient h.264 playback. Why go for Bink specifically?
Michiel van der Leeuw

Because we have the entire game streaming in data while we're showing the movies; we have to be very light on CPU usage and we have only very little memory to spare. Often games play movies when there are no game assets loaded, we play movies when all of the assets are loaded. The more popular H.264 profiles require large buffer sizes, to deal with VBR or for reference frames. To use H.264 we'd have to drop down to a simpler profile and probably write a player which is optimised for our particular use, instead of quality and speed.

In the end, Bink fares pretty well compared to other codecs when they're starved on memory and it was easy for us to integrate. That said, it's not something we feel precious about; anything that looks good, runs with little memory and is fast will do for us. I'm a bit tempted to write a special h.264 derivative, or maybe invent something brand new...

Digital FoundryDid you need to convince Sony to go for a more expensive dual layer Blu-ray for the game, or did they present it to you as an option?
Michiel van der Leeuw

There was little negotiation involved. When you need it, you need it. I think we were asked what our format was at some point and that was it.

I don't think we'll be creating a brand new engine for this gen, we're pretty close to what you can achieve in this particular direction, although there's always room for improvement.

Digital FoundryLet's talk about PlayStation Move support. On the face of it, the basic set-up is generally similar to what we've seen on Wii FPS titles, but your actual implementation is rather more ingenious. Can you talk us through the development process and how you've exploited Move's many advantages?
Michiel van der Leeuw

When the Move was first presented to us it was still in early prototyping stages. There was a desire, but not a big push, for us to support it. We're always interested in new developments, so we were quite keen to see if it would work for us.

To our surprise, our early tests were unexpectedly positive - our experienced Killzone players could actually play the game and almost enjoy it with a basic prototype. The precision of the Move helped a lot in that respect. When we made the decision to research further, one of our programmers took the project to heart and tried to make the best motion controls we possibly could. We found out that - like with 3D - there are a lot of false assumptions and expectations and you really have to try a lot for yourself.

After each experiment we playtested the game, both on our own testers and team members, as well on different people off the streets. We experimented with gestures, aiming and moving mechanics, aim assist and direct controls until we got to the point where a lot of people preferred playing with the Move!

Digital FoundryYou've got a stereoscopic 3D game and a powerful 3D controller. At the same time we have Evolution Studios looking at holographs - marrying head-tracking with 3D gameplay. The applications in Killzone must surely be mouth-watering...
Michiel van der Leeuw

Yes. They are. We're always on the lookout for things which will make the experience more immersive than the previous.

Digital FoundryIt's fair to say that Guerrilla raised the technological bar for first person shooters on console, but Killzone 3 is perhaps more evolution rather than revolution. With two PS3 games under your belt now, do you think there's time left this gen to create a brand new game/engine that is as much of a leap as KZ2 was? Or are we looking at a case of diminishing technological returns that makes refining your current engine the better bet?
Michiel van der Leeuw

I don't think we'll be creating a brand new engine for this gen, we're pretty close to what you can achieve in this particular direction, although there's always room for improvement. That doesn't say we can't do anything really fresh, we're going to be doing more than just Killzone in future and new ideas lead to new techniques and fresh experiences.

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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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