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'Everyone Is Using 100 Per Cent Of Xbox One' Says Forza's Creative Director

Ryan King

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Dan Greenawalt of Turn 10 Studios says 'even people who are upscaling are still using 100 per cent of the box'.

Published on Nov 8, 2013

Dan Greenawalt, creative director on Xbox One launch title Forza 5, says 'everyone' is 'using 100 per cent of the box'.

Talking to X-ONE magazine in an interview that will appear in a forthcoming issue of the magazine, Greenawalt was pressed on whether Forza 5 will run at 1080p and 60fps native.

"Even in an F1 car, going 220mph around Spa with 16 other F1 cars on the track," he replied.

He then responded to why other developers - such as Crytek with Ryse: Son Of Rome and Infinity Ward with Call Of Duty: Ghosts - are slower to reach that same benchmark.

"I can’t speak for other titles, but what I can say is that we have a bespoke engine that’s designed for the Xbox One. We started before we even shipped Forza 4, so we’ve been working on this.

"And to me, I’ve been working on Forza for ten years now and the reason I like it is that Forza’s always a challenge, we push innovation and it’s not always just make it shinier. It’s cloud powered AI, 16-player multiplayer, dedicated servers, curated liveries. There’s just a lot of innovation there.

"We started three years ago thinking this is the architecture Microsoft is designing and we were talking to it about what we wanted the next gen to be about, like materials - orange peel paint, some of the rubbing on the tyre, the many interactions that make the car look real. So the Xbox One was designed to be able to do this, but you also have to work on your engine to make sure it’s doing it as well and we’ve had the time to really do that and really optimise our engine.

"But the truth is that I get asked are we using 100 per cent of the box? Of course we are. Everyone is. Even people who are upscaling are still using 100 per cent of the box. What happens over the course of years is that we get better at tricking the box into doing what we want. It’s optimisation.

"We had more time so we’re very well optimised and we will continue to optimise this game. If you think about Forza 2, it was a well optimised game, but Forza 4 looked a lot better than Forza 2. That just comes with time."

The full interview with Dan Greenawalt on Forza 5 will appear in a forthcoming issue of X-ONE magazine, on sale 27th November.

 

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