Codies: PS3, 360 reaching technical peak, but we'll keep pushing

Bodycount and F1 2011 devs agree they're starting to hit systems' limits

It takes "a huge amount of effort" to get Bodycount's extensive destruction system working on current generation consoles.


That's according to the FPS game's director, who believes that Xbox 360 and PlayStation 3 are starting to hit their technical ceiling.

Speaking to CVG in a pre-E3 interview, both Bodycount game director Andy Wilson and F1 2011 chief game designer Stephen Hood agreed current-gen consoles are approaching their technical peak.

The Bodycount head in particular admitted his shooter's 'shredding' system "sucks up performance out of the consoles like you wouldn't believe".

Hood meanwhile revealed how he's had to be "a little more clever" to get F1 2011's "hugely demanding" game systems performing well on current hardware.

Asked if the current generation of consoles are approaching their technical ceiling, Wilson agreed: "I think [that's] probably fair, yeah. It's been an unusually long console cycle and it's going to run on for some time yet.

"You find the ceiling by building engines, tools and middleware which mean the next game you do on the current generation you've already done all of that stuff, so you can then push it even further.

"DiRT is a good example; it's on its third iteration on the current console cycle and they've got all of that tech that's now integrated into Ego that they've spent all of these years building. Clearly if you built DiRT 3 from scratch it would not look as good."

Of the shredding system, which allows players to blast holes through walls and ceilings in Bodycount, Wilson admitted it was a struggle to get it running on current consoles at a decent framerate.

"It takes a huge amount of effort to get all of that to even work on current consoles, because it takes shit-loads of memory, it sucks up performance out of the consoles like you wouldn't believe," he said.

"It takes a long time before you even get to the point where it works as a gameplay device working at a decent framerate. But when you get there it makes you kind of wonder when you go in to a more static shooter, why you fire a machine gun at a wall and nothing happens."