Yesterday evening Sucker Punch Productions Visual Effects Artist Matt Vainio hosted a livestream showcasing how the amazing visuals of inFAMOUS: Second Son were created.
During the final Q&A, Vainio was asked if the game’s engine can go much further or is almost maxed out:
I think much, much more. There’s no real limit to the engine. The limits of the hardware are kind of odd in that, if you think about consoles, the best games for the console always come out near the end, so I suspect it’s going to be the same for us as well.
You start to learn better ways to use the hardware… If you look at screenshots from something like Oblivion… If you look at Oblivion next to Skyrim…Those both came out on the PS3 and on the Xbox 360 […] And if you look at the screenshots of those two games, just comparing them even on the same console, drastically different look.
So I think for us, this engine is gonna carry us forward and there’s gonna be even more impressive stuff next time.
He also mentioned that a few members of the team started working on the engine during the production of inFAMOUS 2: Festival of Blood, but most of the studio moved over only after the DLC was finished.
Vainio also confirmed that the particle tools used for inFAMOUS: Second Son have been created from the ground up for the PS4 and are exclusive to Sony’s console. He doesn’t even know if it’s possible to port it to other platforms, and it wouldn’t matter much, since Sucker Punch is owned by Sony.
Incidentally, he also provide a few interesting facts. A single smoke dash by Delsin generates so many particles that they’re more than half of the whole particle budget of inFAMOUS 2 on PS3. The PS4 can display hundreds of thousands.
It’s nearly confirmed (No official announcement has been made, but the studio’s career opportunity ads are very explicit) that Sucker Punch is working on a new PS4 project. Considering how beautiful inFAMOUS: Second Son and inFAMOUS: First Light are, it’ll be interesting to see how much further they’ll be able to push the engine.