Xbox One N!WGamer Interview: Xbox One Hardware, Building Tracks, Drivatar Explained

FordGTGuy

New Member
Joined
Jun 16, 2013
Messages
260
Karma
3
From
Portsmouth, VA
Here’s a little secret for you: we were working on this title before we shipped Forza 4. Chris Tector, who is our chief architect, he has been working with the [Xbox One] hardware team for the last four years. He was involved with the early chip discussions and there’s actually chips on the motherboard that are there because of Chris Tector’s involvement. Before we had shipped Forza 4 we had the game architected by Chris. Literally the month before our game released to the public, our dev team was already off building the foundations of Forza 5. It’s a whole new engine, from the ground up, re-architected for the Xbox One and I mean truly re-architected.

The reason why we can go for 1080p/60, is the reason why we’ve got the graphical fidelity. We went big on materials in this. I don’t know if you’ve heard about our material system, but even the way we build up paint now, we don’t just do a paint colour, we build the paint up on the car like you do in real life. We do a base coat, we do a metallic coat, and each of those interacting with the light differently. And then we do the clear coat on top of it and each of those is interacting with the light, and that’s how you get the depth and richness of the car. But if we just did that, we would have ended up with cars that almost seem too perfect.

http://www.nowgamer.com/features/19...dware_building_tracks_drivatar_explained.html
 
Back
Top