Although many of you have only just got your hands on the God of War III demo, due to it releasing to the PlayStation Store only last week, the demo actually dates back to E3 2009. That’s coming up to a year ago, and twelve months is a very long time in video game development: so what have Sony Santa Monica done to improve the game’s engine in that time? The studio’s art director, Ken Feldman, lists many of the additions:.
“The E3 content is over a year old,” Feldman writes on the God of War forums. “The team has learned a lot since then, so the final game should reflect that effort. Off the top of my head features added since E3 include: anti-aliasing on the CPU – looks much better then the 2x at E3; motion-blur that works for the camera, object and inner object; lens flare/god ray tech; reflection and refraction; improved character lighting; and improved texture streaming – the E3 demo was problematic and had blurry textures due to streaming not texture authoring. That has been fixed.”
In addition to better anti-aliasing and sharper textures, Feldman later adds that the game’s shadows have been greatly improved for the game’s release:
“A significant improvement I forgot to mention is dynamic shadows. Ben Diamand, one of our coders, spent nearly the entire project writing shadow code. In the end it really paid off. The last couple months we had a couple tech artists dedicated to dialing in the tweakers so there would be no shadow pixelization in the game. A big issue I have is bad looking shadow casting on characters up-close. When shadows are done right, you shouldn’t even notice them. When they crawl, it becomes the focus and takes away from everything else. The final build of the game, I hardly noticed the shadows, they were so well done.”
That’s certainly good to hear. God of War III releases for the PlayStation 3 later this month.