Then Capcom decided to do differently the release of LostPlanet 2, launching the game with a certain gap between the dates for
version of which was released on consoles and PC that arrives in October.Jun Takeuchi, producer of Lost Planet 2, gave an interview to the site "Pcgameshardware", explaining why the version of the game for the PC is so
special and if the wait will be worth it. Below are some excerpts from the
interview on the site.
1 - QuestionLost Planet 2 still uses the same MT-framework of the previous games, or you have programmed a new technology for this engine from scratch? If reusingMT-framework you will have to modify or add codes in order to personalize it and allow the view to the requirements of the game? You built a new mechanism using the MT-based framework for Lost Planet for a new technology?AnswerWe use a new version of MT Framework 2.0 for Lost Planet 2, so that we can use in the game technologically advanced features, such as complex backgrounds and co-op 4 player. We had to upgrade
the MT Framework engine for a faster, because we needed it for a better development of the game.^
2 - QuestionLost Planet 2 for PC took longer to be released in relation to the islands because you have been developing a version of the game for PC separately to make the best of the technical possibilities that the platform can offer? That's right, or you just will trace a port version of Lost Planet 2 consoles for PC?AnswerAll titles from Capcom for PC using the MT-optimization framework is proposed for a certain platform. For example a Lost Planet was compatible with DirectX10 and Resident Evil 5 was compatible with the 3D Vision.This time Lost Planet 2 is appropriate for the new DirectX 11. We do not
prioritize the development of the game for a particular platform.
In terms of sales, the PC market may not be the main priority
the market as many analysts predict that.However, most innovations happen on the PC platform
We are certain that the "next generation" of consoles have much of their functions developed from the technology that is currently present in the Pc. That is why we will not stop investing in PC platform. We do not want to develop games in the dark or isolated, but we want innovations
and feel able to challenge the importance of new technology.


3 - QuestionThe PC version will be technically different from the islands, which are the main differences between the two versions, counting the technical and visual? Technical and visual features that can only be accomplished using the PC as a platform, or just see what features graphics on the PC?AnswerWe have prepared high-resolution textures for the PC, which were not
implemented in the version of the game for the console. We also
DirectX 11 with their characteristics.^
4 - QuestionPlayers can expect better graphics than the first Lost Planet? How did you use modern techniques HDR, Per-Pixel-Lighting, Subsurface Scattering, Wet Surfaces, Virtual Displacement Mapping, Soft Shadows, Depth of Field and Motion Blur? Can you give us examples of how these processing techniques are used in Lost Planet 2. (Do not be afraid to tell us a lot of those techniques here)AnswerCompared with the first game, added a better simulation of subsurface scattering and Depth of Field, as additional resources. Other than that, technologies such as HDR, Per-Pixel-Lighting, Soft Shadows and Motion Blur
already used in Lost Planet 1.http://www.youtube.com/watch?v=h-xmikSmLCI&feature=player_embedded5 - QuestionWhile testing the benchmarking of Lost Planet, as well as other Capcom titles Resident Evil 5 and Street Fighter 4 we find that the game works better with multi-core processing especially quad core. Is the MT-framework 2.0, shall once more, a technology highly optimized for multithreading? If this is the case:• How many cores are supported and what is the performance gain of 2, 4 or even 6 and 8 nuclei?
• What different systems run? What type of scheduler you use?
• Is it better to use the SMT or Hyper Threading is recommended that you disable it for maximum performance?AnswerLike you said the MT Framework is optimized for multi-core processors. Previously, the MT Framework supported up to eight cores, but now in version 2.0 can get up to 12 cores. In terms of performance goals, performance increases up to 80% with 2 cores, 150%, with 4 cores and 8 cores to 250%.These segments are used for general functions such as sound processing and networks. Hyper threading using SMT will also improve the overall performance of 10 to 20%.

6 - QuestionLost Planet 2 will offer an advanced physics simulation? Where physics not only affect the visual effects, but may also be used to the gameplay, such as enemies being hit by shrapnel?AnswerWe will be using a physics simulation for explosions and other visual effects. In terms of gameplay used to calculate the physical movements of grenades on the floor and other similar functions.^7 - QuestionDo you use an auto physical scheduled for 2 Lost Planet you decided to implement physical or created by other developers such as Havok, ODE and PhysX (Nvidia)? You still plans to offer a physics support calculated by the GPU (GPU-Physx/Direct Compute / CUDA)? What is your personal opinion about this alternative?AnswerWe use the Havok physics simulation like in Lost Planet 2. Despite not making any use of the PhysX, the MT Framework 2.0 calculates with physical function in the GPU, although that will be available only for DX11.Translated by: Chris Redfield
Source by: wagnerikki from GameVicio

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