Luminescent
Veteran
I'm planning on creating a ppt presentation on the pivitol engine renderers that paved the way for the FPS genre, with pics and some tidbits on each. I was wondering if you guys could help me out by providing me with some innovative aspects brought to the table by each game renderer, exploited in-game upon initial release (not the renderer/engine's hypothetical capabilities), along with the corresponding high end video processor and/or cpu available when the game was officially released. Here is the list:
3D w/sprites (Raycasting)
Wolfenstein 3D:
CPU: 286
VPU:
Ultima Underworld: Not a raycasting engine as the rest, however it allowed the player to look up, down, and jump: actions never-before-seen in a renderer. In addition, walls weren't limited to straigh lines and could be diagonal. It allowed for in-game fog, a limited form of perspective correction, and some 3D objects.
CPU:
VPU:
Doom: Brought trully 3D levels and dynamic lighting based on 256 colors, but did not allow for looking up, down, or jumping, as Ultima Underworld did 2 years before it.
CPU: 386/486(xs33)
VPU:
Duke Nukem:
CPU:
VPU:
3D w/polygons, lightmaps, and basic texture mapping
Quake 1: First attempt at 3D with polygons and texture mapping w/ widespread perspective correction, although limited to every 16th pixel with interpolation for those in-between; initially a software rendering approach.
CPU: Pentium Pro
VPU:
Unreal: Initiation of the 3D accelerator as a major factor in game rendering performance and asthetics.
CPU: Pentium Pro
VPU: Voodoo 1
Quake 2: Colored Lighting
CPU: Pentium Pro
VPU: Voodoo 1
Quake 3: Use of software shaders and introduction of shadow volumes. One of the first games to support hardware T&L for accelerated geometry processing.
CPU: P3
VPU: Voodoo 3/TNT 2
Unreal Tournament: Slight Enhancement of Unreal engine
CPU: P3
VPU: Voodoo 3/TNT 2
Unreal Tournament 2003: Use of pixel shaders to accelerate terrain rendering, along with T&L/vertex shaders for large loads of level geometry (size & detail) at playable framerates.
CPU: P4/Athlon XP
VPU: R300
Widespread use of shaders at the vertex and pixel level, although use of precomputed lighmaps and vertex lighting, as in games before
Halo: Material pixel shaders for visual enhancement and post processing. Vertex shaders used mainly to accelerate rendering.
Baseline: DX7 class
Target: DX8 class
CPU: P4/Athlon XP
VPU: R3x0
CryEngine: Material shaders for visual enhancement and post processing at the vertex and pixel level. A mixture of shadowing techniques including shadow maps and stencil shadow volumes. Normal mapping for high detail characters w/o the need for high polygon counts.
Baseline: DX7
Target: DX8/9 class
CPU: P4/Athlon 64/XT
VPU: R3x0
Complete real-time lighting model, at the pixel level, w/global dynamic shadows
Doom 3: First attempt at per-pixel phong shading with a unified scheme including stencil shadow volumes. No solution for indirect lighting. Shaders used to accelerate rendering, more so than for visual enhancement or post processing.
Baseline: DX7 class
Target: DX8/9 class
CPU: P4/Athlon 64/XT
VPU: NV40/R420
Combination of the highest quality rendering techniques available for real-time rendering
UE 3.0: Another variation of the per-pixel phong shading model for direct lighting (point/spotlights) with the addition of fuzzy/soft shadows w/shadow buffers and a limited solution for indirect lighting. Offers extensive use of HDR rendering and a shader material system for visual enhancement and post processing effects.
Baseline: DX9 class
Target: DX9 class
CPU: TBA
VPU: TBA
3D w/sprites (Raycasting)
Wolfenstein 3D:
CPU: 286
VPU:
Ultima Underworld: Not a raycasting engine as the rest, however it allowed the player to look up, down, and jump: actions never-before-seen in a renderer. In addition, walls weren't limited to straigh lines and could be diagonal. It allowed for in-game fog, a limited form of perspective correction, and some 3D objects.
CPU:
VPU:
Doom: Brought trully 3D levels and dynamic lighting based on 256 colors, but did not allow for looking up, down, or jumping, as Ultima Underworld did 2 years before it.
CPU: 386/486(xs33)
VPU:
Duke Nukem:
CPU:
VPU:
3D w/polygons, lightmaps, and basic texture mapping
Quake 1: First attempt at 3D with polygons and texture mapping w/ widespread perspective correction, although limited to every 16th pixel with interpolation for those in-between; initially a software rendering approach.
CPU: Pentium Pro
VPU:
Unreal: Initiation of the 3D accelerator as a major factor in game rendering performance and asthetics.
CPU: Pentium Pro
VPU: Voodoo 1
Quake 2: Colored Lighting
CPU: Pentium Pro
VPU: Voodoo 1
Quake 3: Use of software shaders and introduction of shadow volumes. One of the first games to support hardware T&L for accelerated geometry processing.
CPU: P3
VPU: Voodoo 3/TNT 2
Unreal Tournament: Slight Enhancement of Unreal engine
CPU: P3
VPU: Voodoo 3/TNT 2
Unreal Tournament 2003: Use of pixel shaders to accelerate terrain rendering, along with T&L/vertex shaders for large loads of level geometry (size & detail) at playable framerates.
CPU: P4/Athlon XP
VPU: R300
Widespread use of shaders at the vertex and pixel level, although use of precomputed lighmaps and vertex lighting, as in games before
Halo: Material pixel shaders for visual enhancement and post processing. Vertex shaders used mainly to accelerate rendering.
Baseline: DX7 class
Target: DX8 class
CPU: P4/Athlon XP
VPU: R3x0
CryEngine: Material shaders for visual enhancement and post processing at the vertex and pixel level. A mixture of shadowing techniques including shadow maps and stencil shadow volumes. Normal mapping for high detail characters w/o the need for high polygon counts.
Baseline: DX7
Target: DX8/9 class
CPU: P4/Athlon 64/XT
VPU: R3x0
Complete real-time lighting model, at the pixel level, w/global dynamic shadows
Doom 3: First attempt at per-pixel phong shading with a unified scheme including stencil shadow volumes. No solution for indirect lighting. Shaders used to accelerate rendering, more so than for visual enhancement or post processing.
Baseline: DX7 class
Target: DX8/9 class
CPU: P4/Athlon 64/XT
VPU: NV40/R420
Combination of the highest quality rendering techniques available for real-time rendering
UE 3.0: Another variation of the per-pixel phong shading model for direct lighting (point/spotlights) with the addition of fuzzy/soft shadows w/shadow buffers and a limited solution for indirect lighting. Offers extensive use of HDR rendering and a shader material system for visual enhancement and post processing effects.
Baseline: DX9 class
Target: DX9 class
CPU: TBA
VPU: TBA