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#1 |
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Senior Member
Join Date: Mar 2004
Location: Portugal
Posts: 3,611
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Is GoW (UE3?) using so litle the XeCPU?
Looking at this, we see on slide 17 that the game is only using ~5,5 gflops ie less than 10% of a flops intensive/friendly CPU architeture. Once this is a game made for some good time ago for this machine in specific I would guess that it would be prepared for the machine, so this is not because they are worried with single core P4s that must run it. Anyone knows why are they pushing so litle from it (its FPUs?)? Thanks in advance. |
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#2 |
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Regular
Join Date: Dec 2004
Posts: 5,670
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I don't think those numbers relate to any particular game. I think they're just meant to illustrate the relative demands of different types of code in a 'typical' game, or typical UE3 game perhaps.
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#3 |
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Naughty Boy!
Join Date: Jul 2005
Posts: 2,267
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They don't need to use more in order to make the game do what they want.
And that's true of just about every game on almost any system. The day games are made to use the full processing power without any thought given to the need to do so will be the day you stop playing games and start watching nothing but tech demos. |
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#4 | ||
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Senior Member
Join Date: Mar 2004
Location: Portugal
Posts: 3,611
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Wouldnt this mean that the game would fly on a (single core) PC (or even a 2x faster XCPU) that can do much more than this and flops is the only advantage of XeCPU. |
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#5 | |
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Regular
Join Date: Dec 2004
Posts: 5,670
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#6 | ||
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Naughty Boy!
Join Date: Jul 2005
Posts: 2,267
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And what evidence do you have that the final version of GOW will have frame rate problems? Quote:
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#7 |
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Senior Member
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Sweeney explicitly states that they are getting roughly 500 GFlops of processing out of the Xenos right now!? How is that possible?
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"The bible is how god supposedly relays his message to the people. That means he wants people to understand wtf he is talking about. ." L233 *Justice --- When you get what you deserve *Mercy ----- When you don't get what you deserve *Grace ----- When you get what you don't deserve |
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#8 | |
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Member
Join Date: Jul 2006
Location: Bavaria
Posts: 506
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#9 | |
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Senior Member
Join Date: Mar 2004
Location: Portugal
Posts: 3,611
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I guess that meybe UE3 is not that demanding after all. |
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#10 | |
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Senior Member
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uhh... slide 45 says ""Proof": Xbox360 games are running with 48wide data shader programs utilizing half a Teraflop of compute power..." on slide 51 it then points out that of 505.5 gigaflops used for their games, 500 are just on the GPU for shading...
__________________
"The bible is how god supposedly relays his message to the people. That means he wants people to understand wtf he is talking about. ." L233 *Justice --- When you get what you deserve *Mercy ----- When you don't get what you deserve *Grace ----- When you get what you don't deserve |
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#11 | |
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Senior Member
Join Date: Mar 2004
Location: Portugal
Posts: 3,611
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#12 |
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Member
Join Date: Feb 2005
Posts: 836
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This ppt is fairly old I think, and that it's more about detailing the challenges programming languages present currently to producing "parallelized code" than outlining how resources are used with UE3.0 on any particular platform. Though Gears of War is mentioned frequently the other platforms do make it into the text and UT2007 even grabs a still or two for itself. I also wonder how much has changed since this presentation over at EPIC.
Anyway... When it comes to just how much and how the CPU is being used or rather back then one has to remember CPUs like Xenon and Cell did not exist as UE3.0' core technology was being developed and that taking advantage of these parts would be the task of "game code" at present as a result. Even with UE3.0 targeting concurrent multi-threading in the feature set I would still say this is true. Also, Gears of War and UT2007 have been in development for quite some time. Gears of War especially - or at least some of the technology leveraged in it - has been on display in the form of tech demos going back to when the 6800 was introduced. (I'd imagine the core tech shown is applicable to PC, X360, and PS3 all the same.) I feel the simplest answer to the question is that Epic along with most every other developer simply aren't at a stage where they can fully leverage either Xenon or Cell. IIRC Epic only recently got their multi-threaded renderer up and running for UE3.0 games as a example. The fact that Tim Sweeny speaks to problems with synchronization, and maintaining the proper state of objects sort of proves there is still work to be done even though his comments are more aimed at the limitations of C than directly not understanding how to solve the problems at hand. IIRC there was a discussion here on B3D about Tim's proposed improvemtents...or should I refer to them as Haskell's? When developers have banged out how to effectively and efficiently use the CPUs in the consoles then I expect flop usage to go up as developers require..."need" being the critical point of course but that has already been addressed in this thread. Who knows....maybe Tim will get his wish or make it come true himself by implementing a language more amenable to concurrently executed multi-threaded code.
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stagnation culminates from complacency |
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#13 |
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uber-Troll!
Join Date: Dec 2004
Location: Under my bridge
Posts: 26,477
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I supposed a plugin Havok or PhysX physics engine would nicely gobble up CPU power and not feature as a requirement of the UE3 engine. 5 GFlops is a lot compared to conventional x86 processors too, and a engine that needs lots more maths power wouldn't port to PC well.
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#14 | |
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Senior Member
Join Date: Mar 2002
Posts: 3,674
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What if a PC can run the same code with less? (not that I think any shipping processor right now has less, a 3ghz p4 is about the slowest you find on the market nowadays) |
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#15 |
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Senior Member
Join Date: Feb 2002
Posts: 2,646
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Or what if the engine is currently 100% CPU limited, and that theoretical peak flops has near *zero* correlation to actual performance.
Cheers
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