I read it this morning, I had not expected that audio ray casting would turn up so soon this gen. It works great too, the surround sound in KZ:SF is very immersive. Now I want to start popping off the gun everywhere instead of preserving ammo to check out the real time reflections. Next gen sound in the works.
"Everywhere in the game you have materials - walls, rocks, different things - that for geometry purposes are tagged with what material they are," says lead sound designer, Lewis James. "Now in the real world, when you fire a gun, the sound is just a byproduct of what what's happening inside the gun. That's the only part of the actual event that games tend to care about normally - the sound of the shot.
"But there's all sorts of things happening - a pressure wave that comes out of the gun interacts with the surfaces it touches when it has sufficient force. So that's what we do. It's a system called MADDER - Material Dependent Early Reflections. We bounce the shockwaves of the gun off every surface in the game, all the time. That defines the sound. The point is that there should be no illusion that it's reverb - because it isn't. It's real-time reflections based on geometry."
Also interesting to read all the plans they have for the next game, this is only the tip of the iceberg.
"We try to utilise as much [of the GPU] as possible. There are synchronous things which need to happen in sync with the rendering, but there are asynchronous things which can happen at any point so we try to utilise everything," says Valient.
"We've only touched the surface. We picked the force-fields, the colour correction system, memory defragmentation - that's what we use for the texture streaming. Those are a couple of things we picked as isolated systems that really work well with compute, so we tried those. Most of our other stuff works with regular pixel shaders, even some post-processing effects, so we will be improving.
"It's natural that we pick the post-processing effects and turn them into compute as that's much more efficient, so that's our next step - but we only had so much time for this game. I'm pretty sure we can improve a lot - there's a lot of room to explore."
Now if only their story stelling and actors could match their technical abilities...
The gameplay is solid luckily, just a bit heavy on trigger points here and there.