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Driver: San Francisco (PlayStation 3, Xbox 360, Windows, Mac OS X)

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This page details one or more prototype versions of Driver: San Francisco (PlayStation 3, Xbox 360, Windows, Mac OS X).

There are ten total available prototypes of Driver: San Francisco, all of which target the Xbox 360 console platform.

The game was primarily developed and playtested on the PlayStation 3 platform, as noted by the presence of PS3 button layouts in extremely early builds of the game (despite the builds themselves being compiled against Xenon/X360) as well as leftover internal development footage (which served as placeholders for existing cinematics, such as the Jericho evidence board UI introduction) found within other builds.

The earliest available build of the game already appears to be largely feature-complete, with functioning implementations for a (now-scrapped) points system, various player abilities such as Shifting and ramming into other cars, as well as several additional cut abilities not present in the final game. Later development builds would observe the start of a world artpass as well as work on a proper game story, which had been nearly completed by February 2011 and finished by May of that year.

Some builds of the game expect a valid Xbox 360 development kit flash to be installed on the console's EEPROM, made possible through a version check that relies on a DmGetSystemInfo call made during initialization. The checks themselves are not present in the retail/mastering disc executable. Saves between versions are not compatible with each other.

Game executables#

A typical internal development build of Driver: San Francisco has the following game executables in place:

  • DriverNG - Main development executable. This includes the standard set of development tools, such as a chapter/level warp menu and a dedicated performance profiler named Scry.
  • DriverNG_Devkit - Debug executable. These were intended to be used alongside a typical Xbox 360 development kit, and typically includes complete debugging symbols as well as function mappings.
  • DriverNG_Hotload - Game asset load testing.
  • DriverNG_Profile - Performance testing. All recorded profiling data is automatically uploaded to internal Ubisoft servers.
  • DriverNG_ONLINETEST - Used to test multiplayer capabilities. Similar in function to DriverNG_Devkit.
  • DriverNG_ONLINETEST_Devkit - Originally the XDK counterpart of the multiplayer test executable, before its functions were merged into the ordinary online test executable sometime in mid-January/early February 2011.
  • DriverNG_Master - Retail build configuration. These executables are what the consumer would use in the final release of the game, and therefore lack XDK versioning checks as well as any development-specific functionality.

Subpages#