GDC 2014 has come and gone, but perhaps one of the more overlooked panels at the event was about the upcoming PS4 exclusive The Order: 1886. An action-adventure title set in an alternate history London, graphic programmers Matt Pettineo and David Neubelt spoke at length about the “Next-Gen Material Pipline” that they created for the game, with production starting in early 2011.
When the project began, it was only Pettineo and Neubelt. The team now has five graphics programmers and 100 developers working on it.
The in-house engine used by Ready at Dawn for The Order: 1886, but its heavily customized toward PS4, and relies on fine-grained task scheduling, low-overhead, multi-threaded command buffer generation of course, as they so fondly called it, the “PS4 Secret Sauce.”
For those of you who are interested in the technical nitty gritty, memory is also allocated via Mebibyes, and in the following way:
- 2 GB textures budget
- 128 MiB sound budget
- 700 MiB level geometry
- 600 MiB character textures
- 250 MiB global textures (FX, UI, light maps, etc..)
- 700 MiB animation
Take a look at the slides from the presentation below, which number a bit under 30 in total. Some of these are screenshots, some are renderings, some are character and texture designs, and some of are just something entirely in between.