Shin’en Talks Fast Racing Neo

Recently, Jason Chuang (credited at the bottom) got the chance to speak with Shin’en, the developers of Fast Racing Neo, about the game and the development process! Here are some important details extracted from their conversation.

When asked the following:

Speaking of speed, the game runs at 60 fps to ensure that a fluid sense of rapid movement is maintained.  However, the game also supports local 4-player splitscreen.  What compromises have been made to ensure that 4-player splitscreen maintains that sense of speed?  For example, are there no CPU racers in 4-player splitscreen matches?

The studio replied with this:

We are still working on local multiplayer. We currently try multiple techniques and find the perfect balance for performance and sense of speed.

Fast Racing Neo Wii U

When asked about the Wii U being the weakest of the 3 current generation home consoles and how the team had to push the Wii U to its limits, they responded with the following:

When starting with the game we had a vision. We wanted to develop the most exciting futuristic racing game on the market. We decided from the beginning it will be 60fps, anything else was not an option for a game that fast. So we knew all GPU and CPU stuff must fit into 16 milliseconds, which isn’t a lot, especially when most games you get compared with are running on consoles with higher specs and with 30fps. We knew from the beginning we can’t develop this vision with techniques everyone else does use. We would need to find different ways to achieve our vision. This was a big motivation because we like working on limits and pushing boundaries.

We started experimenting for a year. After a short time we had a working prototype but it ran only at around 15 fps when we enabled all the cool stuff and effects you now see in the game. We had 8k Softshadows, a complete HDR pipeline, physical based rendering, SSAO, more than 10,000 drawcalls, High Quality Motionblur, High Quality Godrays, Cinematic Color Grading, Volumetric lighting and so on. It looked really pretty but was near unplayable.

We then needed the rest of the year to find fast enough solutions to handle all these effects or to find new solutions that give the same results. Often we used tricks from the past that are pretty complicated to implement but that deliver the same effect with a fraction of the costs. To make long story short: In the end we were pretty happy seeing finally the game reaching 60fps. When finally playing at 60fps with all bells and whistles for the first time we knew we did the best work in our career. I don’t say anyone else can’t go even further on Wii U, but personally we reached our limits.

Shin’en also says that online multiplayer will be a large chunk of Fast Racing Neo, but is still in its design stages. Let’s hope we can get a closer look at this mode in the coming months!

Source: Jason Chuang Twitter

Share this post:Share on FacebookTweet about this on TwitterShare on Google+Share on RedditShare on TumblrEmail this to someoneShare on StumbleUponDigg this

About The Author

News Reporter

Lives and breathes competitive Smash. Show me ya moves!