![]() In DiRT 2, we're building on these changes to the engine, adding more physical modelling of the environment, improving lighting and shadowing, and broadening the use of our streaming system to allow much higher texture detail. The development team have learnt a lot from the development of GRID, and have strengthened massively in their ability to get the most out of the hardware, notably pushing SPU usage on PS3, improving multi-core performance on Xbox 360 and adding PC specific features and technology. IGN: Last time we saw the EGO engine in GRID it was looking pretty spectacular – how much room for improvement was there for its third outing in DiRT 2? Gavin Raeburn: We made key improvements to the EGO engine during the GRID project which lifted the quality of the game to a level we were very happy with. ![]() ![]() Rally cars in Battersea? DiRT 2 is going to provide an extreme take on off-road racing. DiRT 2 will be a great tribute, and we'll be revealing more about this over the coming months. This is where we're taking the series with DiRT 2 and Colin will play a part in that. His ventures into events such as the X-Games, Dakar Rally and the Race of Champions have inspired us to look at events covering the extremes of off-road motorsport. ![]() IGN: First of all, could you tell us about the decision to retain the McRae name for this game following his tragic death in 2007? Gavin Raeburn: The decision was made jointly between Codemasters and the McRae family. ![]()
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