Burnout: Paradise - 3 New Screenshots

Criterion Games has released 3 new screenshots for Burnout: Paradise. One screenshot also compares the in-game image quality with SSAO turned ON and OFF:

We’re just implementing Ambient Occlusion (AO).

If you’re not familiar with this term, it’s an effect that uses soft shadows to add extra depth. Enclosed spaces naturally receive less light than open spaces and look darker – that helps us to see how close objects are to each other.

Some games already use AO but most rely on artists to build this into the environment. For Burnout this would be a nightmare, because we like to smash things up and move them around a lot! For this reason, we’ve implemented a dynamic AO system that affects fast-moving and destructible objects!

Screenshots after the jump.

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John Carmack on id Tech 6, Ray Tracing, Consoles, Physics and more

The 3D programming guru John Carmack sat down with PC Perspective to discuss games programming related matters. Carmack shared his opinions on Ray Tracing, Multi-GPU systems as well as upcoming sparse voxel octree technology and id Software’s very own Tech 6 engine. here’s a snip:

PC Perspective: Let’s just jump right into the issue at hand. What is your take on current ray tracing arguments floating around such as those featured in a couple of different articles here at PC Perspective? Have you been doing any work on ray tracing yourself?

John Carmack: I have my own personal hobby horse in this race and have some fairly firm opinions on the way things are going right now. I think that ray tracing in the classical sense, of analytically intersecting rays with conventionally defined geometry, whether they be triangle meshes or higher order primitives, I’m not really bullish on that taking over for primary rendering tasks which is essentially what Intel is pushing. (Ed: information about Intel’s research is here.) There are large advantages to rasterization from a performance standpoint and many of the things that they argue as far as using efficient culling technologies to be able to avoid referencing a lot of geometry, those are really bogus arguments because you could do similar things with occlusion queries and conditional renders with rasterization. Head to head rasterization is just a vastly more efficient use of whatever transistors you have available.

Full interview after the jump. Read more