Simul: preparing for the next console generation

September 23, 2011 – 10:04 am by roderick

As a new generation of hardware approaches, developers face a number of daunting challenges. Learning a new platform involves immersing in a new, untried toolset, targeting hardware that is not yet finalized, at the same time as crafting a compelling game that seems sufficiently “next-gen”.

The next transition carries the added challenge that many developers have moved into social gaming and mobile platforms, leaving the AAA space undermanned.

Simul can help. The next console generation promises DirectX 11 and OpenGL 3-class rendering. The following, current-generation issues are not going to cut it:

  • Static painted skyboxes
  • Linear fog
  • 2D scrolling cloud textures
  • Sprite-based clouds
  • Short draw distances
  • Popping terrain levels of detail
  • 30Hz framerates

Instead, you will need to offer:

  • Dynamic real-time environments
  • True scattered distance fades
  • Volumetric clouds, fog, smoke and explosions
  • Draw distances to the horizon
  • Continuous levels of detail
  • 60Hz and above

In a few weeks’ time, Simul will be announcing its next generation of dynamic environments. Existing customers will get early access to, and discounted prices for, this ground-breaking  technology.

  • Programmers: a lightweight, well-documented SDK, tuned and tested for four years.
  • Artists: an intuitive toolset with full real-time visual feedback and complete control.
  • Creative directors: get a professional looking product months earlier.
  • Producers: guaranteed quality and performance at a far lower cost.
To start preparing for the next generation, get in touch with us now, at enquiries@simul.co.uk.

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