New Tim Sweeny interview

Freeman: First of all, do you plan on supporting 64 bit CPU???s in a 64 bit environment?

Sweeney: Yeah, that's going to be a big feature of Unreal Engine 3, that we support both 32-bit and 64-bit out of the box, this'll be big in PC games.

Freeman: Do you see any benefits of running 64-bit CPUs? Is there any performance benefit?

Sweeney: Yeah, compiled code runs faster because you have twice as many registers to work with, but also with Unreal Engine 3 we're really pushing the content... we'll be able to use high-resolution textures with more detail in the environment and that'll be a great thing on PC, which is a really scalable platform.

Freeman: Yeah, also, will it support dual CPUs?

Sweeney: Yeah, yeah, absolutely, so Unreal Engine 3 is broadly targeting multi-core CPUs, Sony has something like that with the Cell architecture, and Microsoft has that with the three CPUs in the Xbox 360 and, you know, Intel and AMD are already out with dual-core CPUs in the PC market.

Freeman: And do you also see a performance benefit running dual CPUs? Because most games now, they don't support dual processors, so you don't really see a performance benefit.

Sweeney: Well, Unreal Engine 2 just runs single-threaded so you don't get a significant benefit from it but in Unreal Engine 3 you'll be able to do rendering and animation updates and physics in multiple threads so, I wouldn't say it would double, but it'll increase performance significantly.

Freeman: Okay, and will the PC version of Unreal 2007 differ from the Xbox 360 version?

Sweeney: Well sure, PCs...

Freeman: [interrupting] I mean, talking graphics-wise.

Sweeney: Well, the PC is a more scalable platform, so it'll run on $500 PCs and it'll scale down to the Xbox 360 and it'll run on a $3000 SLI machine with dual kickass Nvidia cards in it and it'll run with even more detail. So we'll be all over the place.

Freeman: And are the shaders in Unreal Engine 3, are they being developed with HLSL [High Level Shader Language]?

Sweeney: Well, Unreal Engine 3 has a high-level material system, and in ours you connect your different material effects together in a graphical way, so in the end it does translate to HLSL on Microsoft platforms, and CG on the Sony and Nvidia platforms. But it's not really what you see when you're working on the engine, you see the really high-level artist-friendly shader system.

Freeman: And does the DirectX 9.0 shader compiler do as good at producing optimized code compared to, like, hand-writing the shaders?

Sweeney: Yeah, well, we look at all the generated code from the HLSL compiler and it's within, you know, 2-5% of hand-optimized assembly code, so, it's at the point where it's good enough where we'd never ever touch assembly again.

Freeman: Sounds good to me. Will Unreal Engine 3 support Pixel Shader 2.0?

Sweeney: Yeah, so we'll ship on any reasonable DirectX 9 hardware; the Geforce 6200 at the low end and the ATI Radeon 9800.

Freeman: How about Pixel Shader 1.1, like Geforce 4?

Sweeney: We're not planning on it, but we might decide at the end of the project to do a crappy backwards-compatible hack for the really old hardware but we look at that like we look at software rendering in UT2004: it's not beautiful but it works.

Freeman: I think you added software rendering later in the Unreal Engine 2004.

Sweeney: [nods] Right.

Freeman: And will a 6800 Ultra be able to run Unreal Engine 3 with all the options maxed at 1024 by 768?

Sweeney: Yeah, 1024 by 768 should be perfect for an Ultra, of course by the time Unreal Tournament 2007 ships at the middle or the end of next year, you'll have even higher-end cards than that; you'll have four times the performance, so you'll be able to run 1600 by 1200 on those.

Freeman: And do you have any support for real-time soft shadows?

Sweeney: Yeah, we have support for stencil shadows which are hard-edged, we support real-time soft shadows, for soft shadowing of characters and characters casting shadows in the environment, and we support pre-computed shadows. So our objective with Unreal Engine 3 is to give artists this big toolkit of shadowing effects that they can select from so they can make the tradeoffs between performance and visual quality.

Freeman: First of all how do you pronounce [Ageia]? Is it ah-geea?, or ah-jeea?

Sweeney: It's 'ah-jeea'.

Freeman: Okay. How will that affect the performance of Unreal Engine 3 running on a hardware physics engine as opposed to a software physics engine?

Sweeney: Well, the big thing there is how we'll be able to put far, far more physical effects, with things like particle systems, and fluid effects, where without the Ageia system, we'll have a particle system with only a few hundred particles, and with the system, we could have tens of thousands of particles there. And it's really nice, because it mirrors the kind of non-traditional processing power that's available on the Playstation 3 with the Cell architecture, so it's a factor of ten times more computing power, but it's very special-purpose.

Freeman: And what's your opinion of dual-core GPUs? Does a dual-core GPU, is it more efficient than an SLI system?

Sweeney: It seems like it should be about the same comparing a dual-core GPU to an SLI system, maybe a bit faster because the on-chip communication is faster than your PCI-Express bus.

Freeman: Okay, one more question: R520 or G70?

Sweeney: [laughs] Oh, G70 for sure.

Credits:
Jacob Freeman
Robert Baca
John Kline

Really good interview by this guy. To see the video go here

http://dmode.datamachine.net/sweeneyinterview.html
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Aprilia tl320
 
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Wait a sec, not only was this posted before (a week ago), but was mentioned in a very recent thread that mckmas8808 already participated in by replying to the person that posted it. Why create another thread when the old one was only 4 posts in??

You know I really am starting to wonder if your part of some propaganda machine or something. :rolleyes:
 
Actually I never seen this interview before. I seen the interview at Gamespot but not this one. This is completly new news to me. I pointed that part out because I'm so pissed off that people are under estimating the next gen consoles. People are also really under estimating the power of the X360 too I should throw in.

You know I really am starting to wonder if your part of some propaganda machine or something

Oh so I just the post that I gave on the new GoW pic was propaganda too huh? Stop trying to throw bombs at me when its obvious that I tell the story the way it is. Let me say it now. I think the X360 will be able to make games look as good as the Killzone demo!!! We need to stop under estimating the power of next gen for real.
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This is the same NVNews interview that's been debated before b/c of Sweeney's throwaway end comment of "[laughs] G70, for sure." I'm still marvelling that people have transcribed it, as I don't think it revealed anything new.
 
Oh so I just the post that I gave on the new GoW pic was propaganda too huh? Stop trying to throw bombs at me when its obvious that I tell the story the way it is. Let me say it now. I think the X360 will be able to make games look as good as the Killzone demo!!! We need to stop under estimating the power of next gen for real.
waht killzone demo ? They only showed cgi . Lets stick to actual game play footage
 
RichardCypher101 said:
jvd said:
waht killzone demo ? They only showed cgi . Lets stick to actual game play footage

Im leaning more towards a scripted event thats using the in-game engine, kinda like a cut scene in Metal gear Solid 3 ;)

-Rich

Well you can't be talking about killzone as the developer said its only a representation of what to expect from "game play " so its not even a representation of the graphics
 
Im leaning more towards a scripted event thats using the in-game engine, kinda like a cut scene in Metal gear Solid 3

Hey Rich I'm starting to think the same thing too at worse. I'm not worried about the end product. We gamers will be in gaming heaven. :D
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TOYOTA 7 HISTORY
 
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jvd said:
Well you can't be talking about killzone as the developer said its only a representation of what to expect from "game play " so its not even a representation of the graphics

That quote can be taken various ways. You've chosen one way. Referring to gameplay could encompass the visuals all the same. As the comments made by Cretton and Harrison more directly address the visuals due to the question asked. It gives both sides plenty of wiggle room in any case. PEACE.
 
No they really can't be taken any other way except the whole thing is a representation . They have already right htere admited that isn't real time.
 
So why is it that two other guys on LIVE TV says something and you totally ignore it? Better yet jvd can you answer this question for me? Do you think its possible for Killzone, Motorstorm, or F1 (for the PS3) to look like what we seen in the conference?
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jvd said:
Well you can't be talking about killzone as the developer said its only a representation of what to expect from "game play " so its not even a representation of the graphics

Umm, I seem to remember these quotes too:

http://www.gamesindustry.biz/content_page.php?aid=9051

Now Phil Harrison just told Morgan Webb that the KZ footage was "all game engine or done to spec" and that "it's just scratching the surface."

Webb: "So I'll be playing that in my living room?"

Harrison: "Absolutely."

http://ps3.ign.com/articles/616/616591p1.html

Is the Killzone sequence a fair example of what people can expect from realtime gameplay on PlayStation 3?

Jan-Bart: Yeah, it's basically a representation of the look and feel of the game we're trying to make.

http://www.gamesindustry.biz/content_page.php?aid=9051

And what about the game footage clips?

Not all of that - in fact, none of it was real-time because it was all running off video. If you make a presentation to two and a half thousand people, you're going to put some of it on video just to be on the safe side.

I've been asked this question a lot. The way we put those videos together, everything was done to specification. Everything was done to PS3 spec. Virtually everything used in-game assets; some things were rendered.

How representative of what we're actually going to be seeing in PS3 games were those videos?

I think very. I think depending on the game, different games took a different approach to their way of expressing what the games are like - but clearly, something like Motor Storm uses more cinematic, replay-like cameras than you would ever enjoy in-game. So that makes a big difference... But everything is done to spec.

And that Developer quote goes like this:

G4: Was some of the stuff real, CGI. It look so good. Is some of the stuff in there computer, smoke and mirrors?

"It's definitely real. I guess we're good at keeping secrets because the dev kits were out there. The dev kits were very intuitive. People did some pretty amazing things, and that's one thing Ted wanted to make sure everyone understood. That is real gameplay everbody's seeing out there."

G4: So all that is gameplay?

"It is gameplay"

Im sorry, but its spelled out to you in very simple terms that are hard to skew or even misinterpret.

-Rich
 
Yup he says its a representation and jan-bart is the developer .

rep·re·sen·ta·tion (rpr-zn-tshn, -zn-)
n.
1. The act of representing or the state of being represented.
2. Something that represents, as:
a. An image or likeness of something.
b. An account or statement, as of facts, allegations, or arguments.
c. An expostulation; a protest.
d. A presentation or production, as of a play.

A reprersentation is simply that . If it was the actual game it wouldn't need to represent anything .

I take the word of the developer over a suit any day
 
And you will feel pretty bad when you see what those guys do with the PS3. So answer my question do you think that the real Killzone, MotorStorm, and F1 games will look like what we saw in the conference.
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Medical marijuana card
 
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jvd said:
No they really can't be taken any other way except the whole thing is a representation . They have already right htere admited that isn't real time.
I agree it's not realtime (yet) and merely a representation. But I'd like to believe it represents the visuals as well as the way the game will control and play. But maybe you forgot, but earlier this morning you said this:

Well you can't be talking about killzone as the developer said its only a representation of what to expect from "game play " so its not even a representation of the graphics
:oops:

I'm not gonna let to play me for a sucker this time. If you're not gonna admit your mistakes, then just forget about it. :rolleyes: PEACE.
 
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