Super Stardust Delta: Difference between revisions

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Housemarque encountered two problems while Super Stardust Delta was in development: poor rendering performance on GPU and simulation on CPU. Managing these two problems would allow the game to run steadily at a goal of 60 fps. To deal with the rendering issues, Housemarque altered the shaders to be as light as possible and to optimize efficiency, made specific design choices such as rendering the game's Black Hole effect by embedding it in the same pixel shader as the rendering for the "game grid" (planet orbit/playfield).
 
To solve the CPU challenge, Housemarque created a custom gameplay architecture where all gameplay code was made to run multithreaded, utilizing a fiberfibre-based system that switched the active simulation tasks, with an aim of making sure that all cores were fully utilized. The separation of gameplay and rendering in ''Super Stardust Delta'' allowed most CPU cores to calculate the collisions/frame updates for the whole frame duration.<ref>{{cite web | url = https://blog.eu.playstation.com/2012/03/06/super-stardust-delta-qa-2/ | title = Super Stardust Delta Q&A | last = Chubin | first = Nathalia | date = 6 March 2012 | website = [[PlayStation Blog|PlayStation Blog Europe]] | publisher = [[Sony Interactive Entertainment]]}}</ref>
 
==Soundtrack==