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#1 |
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Unruly Member
Join Date: Jul 2004
Location: Minato-ku, Tokyo
Posts: 4,705
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http://www.rbbtoday.com/news/20060904/33625.html
At CEDEC 2006 Capcom spoke about its brand-new game engine called "Framework". Here's my rough translation of the article above.
http://www.rbbtoday.com/cgi-bin/news...3625-ca02.html 24.2 fps without MSAA mini-buffer, 32.1 fps with MSAA mini-buffer http://www.rbbtoday.com/cgi-bin/news...3625-ca03.html GUI tool http://www.rbbtoday.com/cgi-bin/news...3625-ca04.html |
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#2 |
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Senior Member
Join Date: Jun 2005
Posts: 2,616
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Cheers one!
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#3 | ||
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Senior Member
Join Date: Jul 2005
Posts: 2,192
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Awesome! Thanks One!!
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Last edited by Hardknock; 06-Sep-2006 at 08:30. |
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#4 | ||
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Senior Member
Join Date: Jun 2005
Posts: 2,616
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Quote:
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#5 | |
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Senior Member
Join Date: Feb 2002
Posts: 2,767
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"I see Subversion as being the most pointless project ever started." Linus Torvalds |
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#6 |
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Junior Member
Join Date: Jun 2005
Posts: 49
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Remember that the X360 threads are not true hardware threads (not fully capable of independent actions), its more like 3 main threads and 3 lightweight threads (iirc the PPE in Cell is more similar to two hardware threads), so a speed up of 2.6 is actually pretty good for a first generation game engine!
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#7 |
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Unruly Member
Join Date: Jul 2004
Location: Minato-ku, Tokyo
Posts: 4,705
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#8 | |
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Member
Join Date: Jun 2003
Posts: 731
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Just effects, or are they rendering the whole game this way? |
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#9 | |
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Senior Member
Join Date: Mar 2004
Location: Portugal
Posts: 3,528
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Thanks for the info.
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#10 | |
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Grumpy Mod
Join Date: Dec 2004
Location: In a pretty pink padded cell
Posts: 25,984
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I'd be pleased with 2.5x as much performance from 3 cores on an SMP processor. I think typically dual-core processors are around 1.5x the performance of their single core varieties.
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Shifty Geezer ... Tolerance for internet moronism is exhausted. Anyone talking about people's attitudes in the Console fora, rather than games and technology, will feel my wrath. Read the FAQ to remind yourself how to behave and avoid unsightly incidents. |
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#11 | |
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Regular
Join Date: Aug 2006
Posts: 6,748
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As to the hardware thread discussion, yes, X360 is 3 main threads and 3 helper threads. I recall a microsoft 360 programming slide that discussed this. It even said if you're not careful, adding the second thread (on a single core) can actually slow things down. So 360 is best though of as 3 main threads and three secondary threads. As already discussed in this topic by others. The stuff about parallelization sounds very encouraging, that they aren't having too much trouble with it (if we are too believe them anyway). I dont get the CPU usage figures, as they add up to well more than 100%. Perhaps they refer to the 2.6 figure? (aka 260%=total). "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)." This is in reference to EDRAM I assume? If so wow, whatever it is they're saying sounds really encouraging. "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." Now this doesn't sound as great..using shader power to aid decompression? Anyway, amazing how clever programmers always are about doing stuff like this, on all platforms. btw just an added note, Capcom is recently in love with the 360, as Dead Rising shipped 500k last I heard, and quite exceeded their sales expectations, causing them to reconsider perhaps much more multi-platform stuff. ________ Aire Vaporizer Review Last edited by Rangers; 05-Sep-2011 at 04:57. |
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#12 |
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Join Date: Jul 2006
Posts: 166
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60fps impossible?
Seems like DMC4 is not fully using this engine. They just confirmed 60fps in the latest Famitsu. Last edited by ZiFF; 06-Sep-2006 at 11:13. |
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#13 | |
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Senior Member
Join Date: May 2003
Location: Skirts of Vitosha
Posts: 1,377
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Quote:
I'm not sure I understand the "MSAA minibuffer for effects" - can anyone clarify?
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#14 | |
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Member
Join Date: Jun 2003
Posts: 731
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#15 |
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Member
Join Date: Jul 2003
Location: Pennsylvania, USA
Posts: 394
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Thanks very much One! The RE world has been a bit dry on news lately, and its nice to know the codename and information on the engine RE5 will be using finally.
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#16 | |
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Member
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those units can do decompression and others Dx functions without delay main task I undestood that a main program can do 3 tasks main (one-per-core) and 3 helper tasks, or 3 main tasks while 3 parallel task are busy doing other (decompression is an example) is this right? |
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#17 | ||
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Senior Member
Join Date: Dec 2003
Posts: 6,201
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I seriously doubt pretty much anyone would actually be able to feel the difference between 30 and 60fps inputs. Human reaction time - even in the prime of our youth and when we're ready and waiting for it to happen, whatever "it" may be - is on the order of several tenths of a second. That's anywhere from 5-10 frames, maybe more. While we can anticipate things via "feel" and muscle memory (such as when doing combo breakers in a fighting game etc), our mind isn't actually precise enough to notice one extra 1/60th of a second of delay. 60fps vs. 30 is all about visual smoothness of video updates, NOT input latency. IMO. Quote:
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Top one reason why capital punishment is immoral and wrong: You can release an innocently convicted man from jail, but you cannot release an innocently convicted man from death. |
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#18 |
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Senior Member
Join Date: Jun 2005
Location: Bridgewater, NJ
Posts: 3,125
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Well one thing this seems to point to is LP on PS3 and DMC on 360. If theyre building an entire engine and one of its main goals is 'multi platform support', it would seem they are positioning themselves to do this.
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#19 | ||
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Senior Member
Join Date: May 2003
Location: Skirts of Vitosha
Posts: 1,377
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one, is there more detailed technical info in the Japanese text?
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#20 |
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Senior Member
Join Date: Jun 2005
Posts: 2,616
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#21 |
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Unruly Member
Join Date: Jul 2004
Location: Minato-ku, Tokyo
Posts: 4,705
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#22 |
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Member
Join Date: Jul 2005
Posts: 676
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If anything it means RE5 is still headed for both platforms same goes future titles like Dead Rising 2 and other unannounced titles. Big games like Devil May Cry that can be supported by the fan base of one system and likely received funding from one of the console manufactures will likely remain exclusive while lesser titles that need all the help they can get will be multiplaform. I do hope to see games like Breath of Fire and RE Online(should have been multiplatform last gen) do this.
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"The most rewarding part was when he gave me my money" Last edited by Dr. Nick; 06-Sep-2006 at 17:18. |
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#23 | |
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Dev
Join Date: Jun 2006
Location: Frankfurt, Germany
Posts: 131
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I definitely don't think that the old myth of reusable code is the way to reduce costs, there are other more effective ways with a good record of success in other fields. Not everyone agrees with me on this though, well, in the game industry, very few people agree with me on this. Fran/Fable2 |
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#24 | |
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Senior Member
Join Date: May 2002
Posts: 4,307
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(for most developers) to do 60 FPS while displaying truly next generation imagry. both Xenos and RSX only have 8 ROPs and only ~4 Gpixel/s fillrate. 720p uses most of that up, so they're almost down to fillrates of last generation consoles once they've asended to HD resolution. I made a thread about this. IMO both consoles should've had ~12 Gpixels/sec. nearly free 4x AA (like Xenos) and the option to goto 8x AA at moderate fillrate/bandwidth cost (less cost than with PC GPUs). does that mean we will never see next-gen graphics at 60fps? no, not at all, but there will be few games that do it. options are, go down to 480p or cut out anti-aliasing (cutting out AA will help PS3 more than Xbox 360). I've heard time after time that fillrate is no longer very important, with shaders taking over in importance. well, that might be true to some extent, but it doesn't mean fillrate is no longer important or that 4 Gpixels/sec will "cut it". |
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#25 |
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Now Officially a Top 10 Poster
Join Date: May 2006
Location: Maastricht, The Netherlands
Posts: 12,879
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I think AA as we know it (including MSAA) will disappear, or at the very least become less important as other effects take over.
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