YouGamers: Is it a lot more difficult to design and make a game or engine that works really well on two, completely separate platforms, like a PC and an Xbox 360, compared to just one alone?
Mäki: [pauses for a moment] I think it is much more difficult to make a game that works on PCs and consoles; with a PC engine you can take a lot of freedoms. For example, in how memory is handled because Windows virtualises it all; hardware can scale and a PC game doesn't get bad reviews if it runs at 25fps but a console game is expected to run at 30.
So there are a lot of differences - PCs can load in data more quickly from the hard drive; consoles have a bit more limited DVD loading bandwidth. Yeah, it is a lot more work but the Xbox 360 and PC are similar enough platforms to make development quite a lot of fun.
Järvilehto: 360 and PC has been a fantastic combination to work with and I'm really happy that we dont have anything else to distract us on the platform front.
YouGamers: Are you or did you consider at any time using Microsoft's XNA middleware toolkit?
Mäki: Well, we naturally use the DirectX and Xbox SDKs - XNA kind of encompasses those two anyway
so I'll say "yes" [laughs] "sort of"
it would depend on what you define XNA as, I would say.
YouGamers: The one thing we really noticed in the demo were the real-time, dynamic shadows - nicely shown off with the time changes and movement of the Sun. Have you stuck to "well known" methods or did you use something pretty new and cool?
Mäki: There's lots of pretty new and cool stuff going on in the engine [smiles]; I know that some of the techniques have been shared by 3DMark06 in the past.
If you look at the volumetrics going on, there's lots of cool stuff going on
YouGamers: It looked like shadow mapping; with software filtering going on?
Mäki: Yeah, it's done in a graphics shader
YouGamers: So it's a known approach
Järvilehto: An "everything-but-the-kitchen-sink" approach. There's the dynamic lighting, ambient occlusion, volumetrics and so on
Mäki:
but the basic shadow solution is cascaded shadow maps.
YouGamers: A lot of people will be wondering whether there will be a significant difference in the, for example, quality of the shadows and textures or volumetric effects between the PC and Xbox 360 versions.
Järvilehto: The PC version will definitely be scalable - that means every PC experience will be a bit different depending on your setup, whereas the 360 is a fixed platform. So there are some differences obviously but at this stage in the development, both platforms are pretty much identical.
YouGamers: On the 360 version you're streaming the data from the DVD and hard drive for the PC, so is that technically difficult to do to accommodate those two different systems?
Järvilehto: Not really - you set everything up for the DVD and then it should work pretty good from a hard disk! [laughs]
YouGamers: Okay, time's pressing so we'll be quick! Of late, a couple of games installations have been well over 10GB in size, is Alan Wake going to be of a similar size or will it fit onto a single DVD?
Mäki: We'll fit it on a single DVD.