» Mon Nov 28, 2011 6:47 pm
Crytek had their panel earlier today. I found some information about it from this blog:
Next up was “Crysis 2 Multiplayer: A programmer’s postmortem” for which I had some hope that it would be finally another technical talk with at least some nitty-gritty details. And I didn’t get disappointed. They described their automated testing procedures and lots of internal debugging tools. Among other things, they have manually instrumented the code to get a nice hierarchical profiling together with extensive logging, which allowed them to quickly fix spikes in the frame rate. The other cool tool instrumented all writes in the code using GCC magic so they could track all memory overwrites. Basically they have some large buffer for all threads and store the program counter, the address and the memory contents for each write (I assume for each write through pointer.) During the game, writes should be rather spurious, so a relatively short list of the last million writes turned out to be helpful for debugging. Cool stuff for sure. I asked about visual testing to identify cases where the graphics just got plain broken, but that hasn’t been implemented yet. A good talk overall, make sure to grab the slides from the Crytek page once they are live.
Crytek didn't talk about game design at all, just some very low-level technical stuff on making the engine perform well. I have to wonder how their automated testing system never noticed the oribital cannon lag.