A Digital Foundry tech interview.
In addition to delivering an excellent conversion of the core content, the team has gone several steps further.
Digital Foundry:When did the porting process begin?
And who is working on it, Sony Santa Monica, as well as Jetpack?
It just started as like, “Hey, can we even do this?
Do we have the technical expertise?
How do we work together?
blah, blah, blah.”
So, there’s a lot of interstitial work that needs to happen just to figure that out.
Where is this thing placed?"
So, it’s a very small team that we’ve tried to produce this with.
Keep it lean and mean.
Digital Foundry:What were the specific project goals as the project started?
Matt DeWald:The ultimate project goal was to get a well-performing version of God of War on PC.
The key was to verify that we had a good PC game, right?
How can we just highlight that content at the highest fidelity and create that experience on the PC?
That was a core goal.
Digital Foundry:What was the starting state here?
Was there an internally maintained PC renderer always on hand that the project started with?
It’s a mixed bag.
Some stuff took a long time to really get working.
Digital Foundry:Did the shift from unified memory on console to split pools on PC cause any problems?
Steve Tolin:probably particles in particular, it’s all a GPGPU particle system… the wind system.
So, Kyle here at jetpack basically focused on that early and we solved the problems there.
Digital Foundry:You’re using DirectX 11 here.
Why use this and not a lower-level API such as DX12 or Vulkan?
Digital Foundry:Let’s talk a bit about some of the visual upgrades.
For example, DLSS, why include it in the first place?
And secondly, could you describe the implementation process there?
Because the game already had TAA and checkerboarding.
Was it that hard to integrate, actually?
When you have one of them implemented, you’re getting the other ones cheaper.
Digital Foundry:So that the standard percentage scaler option actually uses a temporal upsample?
Can you explain a bit about how that works and what it does?
yo enable JavaScript to use our comparison tools.
Digital Foundry:Let’s talk about the other parameters as well.
Steve Tolin:Again, it’s just a lot of work.
So, focusing on that, is always the goal, right?
So, now I’m getting to experience that.
And just getting people to talk about it again, I think will be great.