If this is your first visit, be sure to check out the FAQ by clicking the link above. You may have to register before you can post: click the register link above to proceed. To start viewing messages, select the forum that you want to visit from the selection below.
![]() |
|
|
#101 | |
|
Member
Join Date: Jul 2006
Location: Bavaria
Posts: 506
|
Quote:
|
|
|
|
|
|
|
#102 |
|
Nutella Nutellae
Join Date: Feb 2002
Location: San Francisco
Posts: 4,297
|
Yep, that's a kind of average number of triangles per frame we have in heavy scenes, being an average it can go up and down a lot (just to say that it also happens sometime to have > 4 Mtriangles per frame at 30 fps..expecially when in particular cases we render a lot of stuff in the shadow maps.. but to be sure we run at target frame rate we try to avoid those situations)
Anyway I don't really think we need more triangles than that per frame (at least this generation); it's not about how many triangles you can push, but what kind of triangles we can push. We should get more clever at (dinamically) distribuiting geometry details only where it's absolutely needed, cause we, as game developers in general, are not being pariticularly smart at this (I don't consider static LOD to be an advanced rendering technique :P ) Marco
__________________
[twitter] More samples, we need more samples! [Dean Calver] The opinions expressed herein are my own personal opinions and do not represent my employer's view in any way |
|
|
|
|
|
#103 |
|
Member
Join Date: Jul 2005
Posts: 676
|
It might seem that way but I think they and many other Japanese devs are still behind the technical curve this gen. It will be sometime before we see a HS or Gears contender from them.
__________________
"The most rewarding part was when he gave me my money" |
|
|
|
|
|
#104 | |
|
Senior Member
Join Date: Jun 2006
Location: London
Posts: 1,551
|
Quote:
Name me one technical effect that either Gears or Heavenly sword does that you can't see in either DMC4, Lost Planet or Dead Rising? Granted they don't have normal mapped "everything" but the tech is present in the games mentioned, just not as predominate.. To be honest I'd MUCH rather have the beautifully smooth and rich animation and motion blurr effects of Lost Planet than most of the effects in Gears.. But thats just my oppinion.. (& this is slightly OT..) |
|
|
|
|
|
|
#105 | |
|
Nutella Nutellae
Join Date: Feb 2002
Location: San Francisco
Posts: 4,297
|
Quote:
Usually every good engine shares a lot in common other good engines, but it also has some special thing that make images on screen feel and look different from any other engine (art direction apart..) Marco
__________________
[twitter] More samples, we need more samples! [Dean Calver] The opinions expressed herein are my own personal opinions and do not represent my employer's view in any way |
|
|
|
|
|
|
#106 |
|
Member
Join Date: Jul 2005
Posts: 676
|
Hopefully this info isn't too redundant. Stole it from a forum that stole it from another forum.
*As for multi-core optimization, the session mainly discussed methods for symmetric multi-core (Xbox 360). Since parallelization per module or loop which are often seen in parallel programming is not suitable for a game engine, parallelization per task including player character, enemy, bullet, camera, effect generator etc. is mainly used in the engine. *To suppress parallelization bugs such as dead lock, they made 2 clearly separated rules called "parallel update" which has no dependency and "synchronized update" in which each task can refer to and update other tasks. Task relationships and synchronization update intervals are adjustable on a GUI tool to make it easy to find parallel processes against the rules. *The performance for 1 thread vs 6 threads is, 2.6x in Dead Rising, and 2.15x in Lost Planet (under development). The CPU load is 80% for the main thread, 70% for rendering and sound, and 50-60% for other parallelized tasks. *There were only a few parallelization-related bugs against the rules in thousands of bug reports in the bug-checking period of the Dead Rising development, which shows totally parallelized application doesn't necessarily equal a bug-hell and they can realize stable parallelization thanks to the parallelization techniques and the strict rules in the Framework engine. *As for hi-def graphics, they pointed out "frame rate, fill rate, texture quality and size are more problematic than shader." Because of their estimation that 60fps is impossible for next-gen-esque imagery, they added lightweight 2.5D motion blur to make 30fps look smoother. Besides MSAA mini buffer is used in effect drawing to gain more fill rate (with the premise that GPU can use MSAA mini-buffer without cost). For better texture compression, they do original texture compression which appropriates an alpha channel for an extended information area and decompress it with programmable shaders.
__________________
"The most rewarding part was when he gave me my money" |
|
|
|
|
|
#107 |
|
Nutella Nutellae
Join Date: Feb 2002
Location: San Francisco
Posts: 4,297
|
I wonder why they did not use ATI 3Dc format..
__________________
[twitter] More samples, we need more samples! [Dean Calver] The opinions expressed herein are my own personal opinions and do not represent my employer's view in any way |
|
|
|
|
|
#108 |
|
Member
Join Date: Jul 2005
Posts: 676
|
Jawed posted a list of formats supported but I didn't see 3Dc on it. Is there another name for 3Dc that I may have missed?
If it is supported it could always be the case like someone posted earlier that this game may not remain 360 exclusive so they are probably better off not using it or it could have something to do with their engine.
__________________
"The most rewarding part was when he gave me my money" |
|
|
|
|
|
#109 |
|
Nutella Nutellae
Join Date: Feb 2002
Location: San Francisco
Posts: 4,297
|
Xenos supports it, AFAIK it supports ATI1N and ATI2N
__________________
[twitter] More samples, we need more samples! [Dean Calver] The opinions expressed herein are my own personal opinions and do not represent my employer's view in any way |
|
|
|
|
|
#110 | |
|
Member
Join Date: Jul 2005
Posts: 676
|
I asked a question about 3Dc a month ago in a round about way to see if I could get a straight answer from someone deving on the platform as to if the Xenos used it or not. What I got was an answer that I think has more to do with ATI gpus in general rather than Xenos specifically but this is what I was told maybe someone else can add to this?
Quote:
__________________
"The most rewarding part was when he gave me my money" Last edited by Dr. Nick; 31-Jan-2007 at 11:40. |
|
|
|
|
|
|
#111 |
|
Member
Join Date: Jul 2006
Location: Bavaria
Posts: 506
|
So you'd want to imply that PS3 would suffer smaller performance drain in this case at 4xAA, even without EDRAM (or exaclty for that reason?)?
|
|
|
|
|
|
#112 | |
|
Dev
Join Date: Jun 2006
Location: Frankfurt, Germany
Posts: 131
|
Quote:
Fran.
__________________
"We in the game industry are lucky enough to be able to create our visions" |
|
|
|
|
|
|
#113 |
|
Registered
|
fran agrees you with this:
1. more info on Xenon performance, 1 3.2Ghz core = 2/3 power of P4 3.2Ghz, but if use all 6 threads, you can get 4X performance.so Xenon 3.2Ghz 3 cores 6 SMT = P4EE 3.2Ghz 2 cores 4 SMT |
|
|
|
|
|
#114 | |
|
Dev
Join Date: Jun 2006
Location: Frankfurt, Germany
Posts: 131
|
Quote:
Fran.
__________________
"We in the game industry are lucky enough to be able to create our visions" |
|
|
|
|
|
|
#115 | ||
|
Senior Member
Join Date: Jun 2006
Location: London
Posts: 1,551
|
Quote:
Quote:
I understand the statement was probably made in the context to graphics which I guess is to be expected around here since that seems to be what invokes the most interest in threads in the tech forum but by saying "Capcom & many other Japanese devs" Dr Nick is infering that somehow the fact that these developers are Japanese is somehow linked to the fact that they are not on the forefront of computer games tech.. What about all those non-Japanese developers that aren't producing UE3 like visuals? If he'd have said "Capcom and many other devs" then I wouldn't have had a problem to be fair.. |
||
|
|
|
|
|
#116 | |
|
Unruly Member
Join Date: Jul 2004
Location: Minato-ku, Tokyo
Posts: 4,705
|
OK so my looooong summary translation for Nishikawa's new article...
http://www.watch.impress.co.jp/game/...70131/3dlp.htm Quote:
Last edited by one; 01-Feb-2007 at 02:02. |
|
|
|
|
|
|
#117 |
|
Nutella Nutellae
Join Date: Feb 2002
Location: San Francisco
Posts: 4,297
|
Really interesting! thanks one!!!
__________________
[twitter] More samples, we need more samples! [Dean Calver] The opinions expressed herein are my own personal opinions and do not represent my employer's view in any way |
|
|
|
|
|
#118 |
|
Naughty Boy!
Join Date: Jul 2005
Location: Tampa, FL
Posts: 4,656
|
Awesome stuff - Thanks one!
notes I found interesting: -xenon ~ 3.2GHz P4EE dual core -vertex performance of the Xbox 360 GPU can match that of NVIDIA GeForce 8800 -3million poly/frame @ 30fps - 90million poly/sec -10-40k poly per char 500k poly background -160mb textures at one time -dynamic 4x-0AA dependant on frame rate -multiple physics engines (Havok + custom multithreaded engine) -60fps next gen graphics "will be difficult" => 30fps + motion blur helps hide their lower frame rate -only 5 developers built the MT Framework Engine (adding help to transfer to ps3) -engine is currently in development for ps3 -Devil May Cry and Resident Evil will both use the MT Framework Engine
__________________
"...the first five million are going to buy it, whatever it is, even if it didn't have games." "I don't think we're arrogant" ...it seems laughable, laughable I tell you, that early 2012 technology that is under the 2005 budgets for the consoles cannot fit into a next gen box. - Acert93 Last edited by TheChefO; 31-Jan-2007 at 19:42. |
|
|
|
|
|
#119 |
|
Senior Member
Join Date: May 2003
Location: Skirts of Vitosha
Posts: 1,377
|
I understand they are talking about diffuse texture compression, not necessarily NM, what has 3Dc to do with it?
__________________
|
|
|
|
|
|
#120 | |
|
Senior Member
Join Date: Sep 2006
Posts: 1,365
|
Quote:
|
|
|
|
|
|
|
#121 |
|
Nutella Nutellae
Join Date: Feb 2002
Location: San Francisco
Posts: 4,297
|
my bad then, for some reason I thought they were talking about normal maps..
__________________
[twitter] More samples, we need more samples! [Dean Calver] The opinions expressed herein are my own personal opinions and do not represent my employer's view in any way |
|
|
|
|
|
#122 |
|
Senior Member
Join Date: May 2003
Location: Skirts of Vitosha
Posts: 1,377
|
Errrr WHAT? 20% slowdown is 4x slower than 5% slowdown? That was cheap :-/
__________________
|
|
|
|
|
|
#123 | |
|
Nutella Nutellae
Join Date: Feb 2002
Location: San Francisco
Posts: 4,297
|
Quote:
__________________
[twitter] More samples, we need more samples! [Dean Calver] The opinions expressed herein are my own personal opinions and do not represent my employer's view in any way |
|
|
|
|
|
|
#124 |
|
Regular
|
One, thanks for your very valuable effort.
Jawed |
|
|
|
![]() |
| Thread Tools | |
| Display Modes | |
|
|