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Interview

Interview
Simultaneous Release On Three Platforms
The Role of Middleware in The SOULCALIBUR II Project.

Platform

PlayStation2 Xbox GAMECUBE

Products Installed

CRI ADX / CRI Sofdec / CRI Clipper

Interviewed on 2003-4-17
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Sofdec: Quality so high, even pros can hardly tell the difference.

Facilitator: How did you find Sofdec?

Obama: Similar to ADX, we simply encoded the images , and played it back - I thought "Wow, what a breeze!" (laughs). What this meant was, there was a time set aside for us to tweak the movies , but Sofdec reduced the time spent on this to, well, zero! Talk about saving time! If we'd had to do that task by ourselves, it would have been just immense. In this regard, we are truly thankful.

Oshimi: Were there any API-related problems?

Obama: No. Of course, for the Xbox, we did have to consider the issue of D4 compatibility, but that is really a hardware and spec issue. Not related to Sofdec per se.

Facilitator: What did you think of the quality?

Onda: The quality was impeccable. Originally, we created the movies with the assumption that compression would lessen the quality to some extent. We were worried about a loss in the feel of the movie elements, such as natural transitions for character scenes, the quality of colors, and changes in atmosphere.

But when I finally saw the Sofdec movie playing on the target consoles, I felt that the quality hadn't suffered - and I'm someone who's accustomed to viewing non-compressed source data. In this respect, we were really confident about releasing the product. The movies for this game included many characters and scene cuts, but thanks to CRI, the dynamics of each and every character and scene change were splendidly rendered.

Oshimi: Thank you very much.

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