Ubisoft: PS3’s technical specs ‘fit in’ for Far Cry 2 despite difficulties
Considering the heavy specifications needed to run Ubisoft‘s Far Cry 2 (PC, Xbox 360, PS3), it’s no wonder why there’s been so many delays plaguing the title. Technical Director Dominic Guay explains the difficulties they encountered while developing the PS3 version of the game, as well as the subsequent pros they found while working on it for the next-gen console. You can read the full article for more details on this upcoming FPS title.
While we still have roughly a month before Ubisoft‘s Far Cry 2 (PC, Xbox 360, PS3) hits retail stores, the developers of the game have explained why the wait will be well worth it.
Technical Director Dominic Guay talked about the difficulties they experienced porting the heavily specced game on to Sony‘s PlayStation 3 and the subsequent pros they found while developing it on the next-gen console.
The biggest problem of developing Far Cry 2 on the PS3 was the fact that a lot of the programmers were daunted by the amount of research and development needed to adapt the game’s Dunia engine for the PS3. However, despite that problem, Guay admitted that the PS3 made an ideal technical platform for their game to run on.
Positive aspects of note were the PS3’s sheer processing power, harnessed to run the heavy animations the game will be sporting. Also, the console’s hard drive and Blu-ray player made it substantially easy for them to fit in every little detail that would bring Far Cry 2 to life.
Guay also noted the strengths the PS3 version had over its PC counterpart, saying that the balance between the PS3’s video output and memory size makes the game a more ideal fit. He further explained it by saying:
[…] The notable area where we had to make some tradeoffs is in some assets resolution which had to be brought down from the higher end PC configurations due to memory size difference. However, the good news is that since PS3 players are not outputting over the top resolutions like high end PC users, this is not a big deal. It’s somewhat proportional to our video resolution output.