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Some Heavenly Sword load time, demo, SPU usage details

A long time ago we mentioned that a demo for Heavenly Sword was in the works. No, we don't have a date for the demo yet, but from what was gleaned in the statements by Dean Calver, the lead programmer at Ninja Theory, it's coming along quite nicely. Just like the rest of the game. He said, "if you take the PSN demo we are currently doing, then we have a separate team (borrowed from Sony Cambridge) who are doing the work to make it a stand alone demo while the NT team are working on Beta. There's still work for the main team fixing bugs and balancing but it's much less than full time."

Having two teams is pretty wise -- that way no time is wasted making a demo. The "real" team can keep plugging away at making the actual game pure quality and that seems to be exactly what they're doing. An example of their efforts shines through with their approach to load times: " ... at the beginning of each chapter we have a introductory cut scene, while thats happening we are also caching data from Blu-ray to hard disk. This way when we actually are streaming while you play we can use both sources at the same time." We like the sound of that, because loading screens can be pretty annoying if they pop up all the time (we're looking at you, Magna Carta ... you really suck).

Finally, when asked about the percentage of the SPU the team has utilized, Calver has no idea. He said that you only really know stats like that when you feel bottlenecked by the hardware and Ninja Theory apparently hit no walls at all in their programming. This leaves us to wonder if they only used a fraction of the PS3's power, much like Motorstorm. We can't wait to play it!

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Reader Comments

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1. so it will be like resident evil (old ones) cutscenes you want to skip but you can't so all you have to do is looking at an annoying video in stead of getting into the action...

Posted at 5:04PM on May 28th 2007 by Iother

2. ^^^Wouldnt you rather do that than look at a loading screen?

Posted at 5:28PM on May 28th 2007 by Justin

3. Why can't more games do this.

Posted at 11:40PM on May 28th 2007 by maine_c86

4. If they haven't hit the wall, then how come they haven't achieved [email protected], and instead it runs at [email protected], with some framerate issues? I know they're ironing it out, but if they haven't hit the wall, then they should have hit higher res and frame rates.

Posted at 3:01AM on May 29th 2007 by bootsielon

5. Bootsielon, they’re talking about SPU usage, not GPU usage.

~Grauw

Posted at 9:14AM on May 29th 2007 by Laurens Holst

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