Comparisons to PGR3 frame rate shouldn't be made since the rendering engine for PGR3 was complete before they had the info they needed to implement tiling.
The guys at Bizarre have said that if the game was released 3 months later it would have been running at 60 FPS instead.
and tiling would have speeded up their engine exactly how?
they had no tiling, ergo no 4xMSAA, but that does not give their engine any speed disadvantage compared to if it had tiling.
good for them. had they included at least one in-engine/in-game screenshot it would have been truly great. not that i don't appreciate real-life photos of ferraris on the track and source-assets wireframes, but i'd have appreciated more at least one shot relevant to the talk from the interview.
Haveing the rendering engine optimized for the hardware would obviously result in performance improvements.
probably there is still a lot of work to be done. they showed a cgi trailer at E3
i hope they arent rendering at 600p like pgr3 did
probably there is still a lot of work to be done. they showed a cgi trailer at E3
i hope they arent rendering at 600p like pgr3 did
you somehow missed my question. which was:
tiling would have speeded up their engine exactly how?
you also missed the hint i gave you:
PGR3 rendition fits nicely in the available EDRAM as it is.
The guys at Bizarre have said that if the game was released 3 months later it would have been running at 60 FPS instead.
I didn't miss anything.
I guess you missed the part where I said
Of course if you disagree I'm sure the guys at Bizarre would love to hear you tell them they are wrong and don't know what they are talking about.
As for your suggestion that the game "fit nicely" into the EDRAM without tiling I would like to know if forcing the game to run at a reduced resolution internally and then upscaling the output is your idea of "fitting nicely."
I didn't miss anything.
As for your suggestion that the game "fit nicely" into the EDRAM without tiling I would like to know if forcing the game to run at a reduced resolution internally and then upscaling the output is your idea of "fitting nicely."
slapnutz, might want to resize that image.
oops, i guess i should have read the faq. Sorry. However this may sound noobish.. but i cant find the "edit button"... I'm presumming it should appear within my Post window as long as i'm logged in???
I checked the faq and yup, i should be seeing an Edit button? Mods... can you help please?
no, i guess you did not care to make sense in the first place so i guess my question flew over your keg anyway.
You mean the postmortem where they admit they made "mistakes" in creating the rendering engine because of guesses they made with incomplete information? They had a call overhead problem, not a CPU problem.I think maybe what Bizarre says is they have CPU limitation not GPU limitation. So with little bit more time they can have better CPU "utilization" so they can have more GPU performance. Remember another developer (MotoGP) also says they think they make perfect graphics scaling engine design before final dev kit but have CPU limitation surprise.
Q: Right, so something we're obviously not seeing in these wireframe images are all the post-effects your team will be applying to each car. Can you talk about that?
JW: We're really harnessing the power of the 360 to do some cool things on the rendering side. On Forza 1 we were limited to calculating our lighting and reflection effects "per vertex" (basically each point on the wire mesh). This meant that you would see funny distortions as light and reflections moved across even smooth surfaces of the car. Now we're doing everything "per pixel" so you get incredibly smooth lighting and reflections that showcase the subtle curves and styling cues of these incredible machines. Along with higher fidelity damage effects we're also adding dirt effects so your car will look like it's been in an epic battle at the end of the race even if you don't touch a wall. Combine all this with HDR lighting effects and spherical harmonics (the car picks up lighting from the track environment) and you get cars that are getting pretty darn close to photo real.
This has also been an important week for the graphics and systems devs in getting much better numbers out of game performance. Framerates are hopscotching at regular intervals toward the magical number of 60, while more and more post-effects are turned on in the graphics department. Animating 3D crowds, animated 3D grass, and high dyynamic-range lighting are just a few of the elements that have recently been activated in the game... which coincides really nicely with the fact that art director John Wendl has just finished up capturing another batch of really impressive screenshots for yet another big print gaming magazine. It won't be long now folks.
You mean the postmortem where they admit they made "mistakes" in creating the rendering engine because of guesses they made with incomplete information? They had a call overhead problem, not a CPU problem.
i believe the call overhead only really applies on pc's with d3d9 + lesser ie not for consoles running d3d
Now, I’m a console programmer as are most of my colleagues. It’s been 10 years since I released a PC game. This lack of PC experience led us to overlook something that would have been obvious to a PC coder. The single biggest performance drain on MotoGP’06 wasn’t the number of vertices or textures but the number of draw calls.
In November 2005 our game was running at 12fps, with the render loop taking nearly 2 frames.
That month news came through from Microsoft that the changes to the Xbox360 SDK that would allow us to circumvent these draw commands wouldn’t be ready in time for our launch. We were in very serious trouble indeed.