Reverend at The Pulpit #5
Here we go again...
Tomb Raider : Angel of Darkness
It's been a pretty eventful month-or-so for me wrt this game. I had never intended to buy this game because the past few sequels have been pretty absymal in terms of graphics and gameplay but I did have hopes for a change for the good for this latest sequel solely because it had been advertised to use a "completely re-worked graphics engine" (I think this is a quote from somewhere, long time ago). Bought the game, played it and found it quite frustrating in terms of gameplay. Graphics looked good initially to me but ran quite abysmally at first using a Radeon 9600PRO but that was before I learned more about the game (and I had, as usual, tried to set all graphics settings to "maximum/extreme"). After being informed by a site partner that this game can be benchmarked, I proceeded to try recording a demo and benchmarking it. The benchmarking feature worked lousy out of the box (official patch v42), again, because I didn't know all the details (=debug features) of the game. So, I contacted Core Design and everything took off, for the better. Almost all my suggestions (with hardware reviewers' needs in mind) were implemented, including command line parameters that allows benchmarking mode, ability to set AA, etc. etc. You can read all this in our TRAOD demo benchmark page/readme. It's been a pleasure working with Core Design, helping to fix issues (an annoying Z-fighting one, removing unnecessary performance-sapping effects, etc.) and getting executable builds privately to ensure what I wanted was implemented correctly was most definitely something I can appreciate.
Some have questioned the quality of the graphics engine, others have questioned the relevance of using this game because they think it is "buggy" and has just plain lousy gameplay. The first can be a concern for Beyond3D, the second (gameplay) is of no concern to Beyond3D. However, if the graphics engine is "bad" (and I have personally witnessed a few unwanted rendering defects... like wobbly textures in one level, for instance), then it should be logical to assume it will affect all types of graphics card. This is important, when we do comparisons. The fact of the matter is that the game is (probably) the first full purchase-able game feature quite a number of DirectX9 technologies. Pixel shaders 2.0 are used for both performance (less passes than 1.x Pixel Shaders) and quality reasons. Floating point in 2.0 Pixel Shaders helps improve quality. 2.0 Pixel Shaders with many instructions gives the developer the effect he wanted to achieve (although we can always argue that the shaders don't necessarily be that big to achieve approximately the same effect). 2.0 Pixel Shaders help prevent some defects that happen with 1.1 or 1.4 pixel shaders. We've got post-processing using 2.0 Pixel Shaders -- the Depth-of-Field (DOF) is quite cool (its "blurriness" is never fixed, as you move closer and closer to a blurred texture, the texture becomes sharper/in-focus). 2.0 Pixel Shaders using floating point textures are used to improve quality of projected textures for shadows -- it's not immediately noticeable but as they say "Everything counts in order to achieve perfection". Many have commented that even though this game uses so many DX9 technologies, it doesn't look impressive, and that it actually doesn't look any better than a game like Unreal Tournament 2003. Well, you have to ask yourself what is the "wow" factor in UT2003. Can't put it down in words, even though you like its graphics? It's the colorful textures, the detail textures, the high geometry, the more elaborate level design, the extensive use of cubemaps, the very contrasty lighting. These are "wow" factors that have an immediate impact. TRAOD is very different, with the developer knowing exactly what he wanted to use DX9 technologies for, and I think he achieved what he wanted, as per the reasons I gave above.
There are some who aren't too sure if our articles/reviews that uses this game can be trustworthy, mostly because it's been "exclusive" to Beyond3D so far and hence our results can't be verified by other outlets. Tough luck. If there are any such doubts, Core Design or Eidos would be among the first to say "Don't trust those articles and reviews at Beyond3D using what they claim is a private EXE build given to them by Core, because Core did no such thing". They haven't said anything like this, have they?
All of this is quite thrilling to me actually. To have helped provide the community with a new game benchmark in Splinter Cell was great. To do this again with another game is also great. We need more.
I was actually quite surprised to read that Valve's Gabe Newell commented about Dave's TRAOD shootout article. A few months back, I had sent him an email asking if Beyond3D could be afforded an early opportunity to benchmark Half Life2, much like what NVIDIA arranged with id Software wrt DOOM3. Gabe never replied . Hopefully, he's now heard of Beyond3D
And so, what does using TRAOD mean? It means the NVIDIA's GeForceFX line can run it fine (after removing the unnecessary "Glow" effect... I don't even know where I can see the effect in the level that our custom-recorded demo is based on). It also means it loses to ATI's DX9 Radeon line. Does this mean such a result applies to all other DX9 games? No, because this depends more on the muscle of NVIDIA and ATI developer relations teams, than on the actual muscle of their respective hardware. It also depends on IHV/developer politics, the ultimate choices and decisions of developers ("Are we going to be brave? What cards are selling the fastest?") and very likely a host of other considerations. Is any IHV "holding the industry back"? Can't say for sure. What I do know is that while NVIDIA is having a hard time with the GeForce products in the face of competition from ATI's DX9 Radeons, NVIDIA's PR personnels that Beyond3D deals with are quite helpful and in one of their PR personnel's words about the priorities of his colleague who is "in charge" of Beyond3D, "... has Beyond3d at the top of his priorities." I usually talk to a particular NVIDIA PR personnel using very, very frank words (we call each other "butthead") and he does the same with me but we have history. He tries to help, which is a good thing. I told him about the poor relative GeForceFX performance in TRAOD. NVIDIA will get down to work. Last I heard (after our articles and reviews using this game), the official game patch is being delayed (v49, as given to Eidos by Core Design, the version we have been using in all our articles and reviews... Core Design actually made an official v49 patch and gave it to Eidos who is responsible for releasing it to the public) and that there is likely to be a newer version (later than v49). The reason? Speculatively, let me remind you of what I wrote in the Albatron GeForceFX 5900PV review :
That's speaking specifically from the point-of-view of driver improvements for this game... who knows what happens behind closed doors between IHVs and Eidos/Core Design. We will stay vigilant, of course.
Developer stuff
Dany Lepage, a former 3D Architect (identicle title as someone like Gary Tarolli at NVIDIA, for instance) at both Matrox and NVIDIA but now with Ubisoft making games like Splinter Cell and its sequels, haven't been posting at our Developer forums but he's been real busy working on SC-X and Pandora while also making a presentation about a month ago at SIGGRAPH. It's an interesting presentation about Splinter Cell, with a few pages (it's in PowerPoint format) dedicated to Shadow Volumes vs Shadow Buffers (i.e. DOOM3 vs Splinter Cell) and the lighting engine used in the game. Dany also provided me images taken from an Atomic magazine article (issue 30, June'03) about Splinter Cell that explains many interesting details about the game and its various ports (XBOX, PS2, GameCube, PC... did you know the PS2 version was made by Ubisoft's Shanghai/China team?), how difficult it was to make the game on all these platforms, the differences of the game on all these platforms (the PS2 and Gamecude really suffer graphically compared to the PC and XBOX versions)... very interesting stuff. You should try and get that issue of Atomic magazine (because I can't give you the images due to copyright issue). I'm not sure if his PowerPoint presentation is listed on SIGGRAPH's official site but if it's not, I'll see if Beyond3D can provide it to the public... but you guys will have to let me know if you want it first. Dany will post at our forums when he has time (duh).
Futuremark, 3DMark03 and the next 3DMark. Things are moving at Futuremark and... no, wait, I can't say, I'm under NDA . Suffice to say, I have good hopes that the next 3DMark will meet expectations in a good way.
I haven't been talking to Tim Sweeney lately. But I intend to ask him if we can have an early glimpse of his "next gen" engine that he's currently working on. Everyone, fingers crossed.
Here we go again...
Tomb Raider : Angel of Darkness
It's been a pretty eventful month-or-so for me wrt this game. I had never intended to buy this game because the past few sequels have been pretty absymal in terms of graphics and gameplay but I did have hopes for a change for the good for this latest sequel solely because it had been advertised to use a "completely re-worked graphics engine" (I think this is a quote from somewhere, long time ago). Bought the game, played it and found it quite frustrating in terms of gameplay. Graphics looked good initially to me but ran quite abysmally at first using a Radeon 9600PRO but that was before I learned more about the game (and I had, as usual, tried to set all graphics settings to "maximum/extreme"). After being informed by a site partner that this game can be benchmarked, I proceeded to try recording a demo and benchmarking it. The benchmarking feature worked lousy out of the box (official patch v42), again, because I didn't know all the details (=debug features) of the game. So, I contacted Core Design and everything took off, for the better. Almost all my suggestions (with hardware reviewers' needs in mind) were implemented, including command line parameters that allows benchmarking mode, ability to set AA, etc. etc. You can read all this in our TRAOD demo benchmark page/readme. It's been a pleasure working with Core Design, helping to fix issues (an annoying Z-fighting one, removing unnecessary performance-sapping effects, etc.) and getting executable builds privately to ensure what I wanted was implemented correctly was most definitely something I can appreciate.
Some have questioned the quality of the graphics engine, others have questioned the relevance of using this game because they think it is "buggy" and has just plain lousy gameplay. The first can be a concern for Beyond3D, the second (gameplay) is of no concern to Beyond3D. However, if the graphics engine is "bad" (and I have personally witnessed a few unwanted rendering defects... like wobbly textures in one level, for instance), then it should be logical to assume it will affect all types of graphics card. This is important, when we do comparisons. The fact of the matter is that the game is (probably) the first full purchase-able game feature quite a number of DirectX9 technologies. Pixel shaders 2.0 are used for both performance (less passes than 1.x Pixel Shaders) and quality reasons. Floating point in 2.0 Pixel Shaders helps improve quality. 2.0 Pixel Shaders with many instructions gives the developer the effect he wanted to achieve (although we can always argue that the shaders don't necessarily be that big to achieve approximately the same effect). 2.0 Pixel Shaders help prevent some defects that happen with 1.1 or 1.4 pixel shaders. We've got post-processing using 2.0 Pixel Shaders -- the Depth-of-Field (DOF) is quite cool (its "blurriness" is never fixed, as you move closer and closer to a blurred texture, the texture becomes sharper/in-focus). 2.0 Pixel Shaders using floating point textures are used to improve quality of projected textures for shadows -- it's not immediately noticeable but as they say "Everything counts in order to achieve perfection". Many have commented that even though this game uses so many DX9 technologies, it doesn't look impressive, and that it actually doesn't look any better than a game like Unreal Tournament 2003. Well, you have to ask yourself what is the "wow" factor in UT2003. Can't put it down in words, even though you like its graphics? It's the colorful textures, the detail textures, the high geometry, the more elaborate level design, the extensive use of cubemaps, the very contrasty lighting. These are "wow" factors that have an immediate impact. TRAOD is very different, with the developer knowing exactly what he wanted to use DX9 technologies for, and I think he achieved what he wanted, as per the reasons I gave above.
There are some who aren't too sure if our articles/reviews that uses this game can be trustworthy, mostly because it's been "exclusive" to Beyond3D so far and hence our results can't be verified by other outlets. Tough luck. If there are any such doubts, Core Design or Eidos would be among the first to say "Don't trust those articles and reviews at Beyond3D using what they claim is a private EXE build given to them by Core, because Core did no such thing". They haven't said anything like this, have they?
All of this is quite thrilling to me actually. To have helped provide the community with a new game benchmark in Splinter Cell was great. To do this again with another game is also great. We need more.
I was actually quite surprised to read that Valve's Gabe Newell commented about Dave's TRAOD shootout article. A few months back, I had sent him an email asking if Beyond3D could be afforded an early opportunity to benchmark Half Life2, much like what NVIDIA arranged with id Software wrt DOOM3. Gabe never replied . Hopefully, he's now heard of Beyond3D
And so, what does using TRAOD mean? It means the NVIDIA's GeForceFX line can run it fine (after removing the unnecessary "Glow" effect... I don't even know where I can see the effect in the level that our custom-recorded demo is based on). It also means it loses to ATI's DX9 Radeon line. Does this mean such a result applies to all other DX9 games? No, because this depends more on the muscle of NVIDIA and ATI developer relations teams, than on the actual muscle of their respective hardware. It also depends on IHV/developer politics, the ultimate choices and decisions of developers ("Are we going to be brave? What cards are selling the fastest?") and very likely a host of other considerations. Is any IHV "holding the industry back"? Can't say for sure. What I do know is that while NVIDIA is having a hard time with the GeForce products in the face of competition from ATI's DX9 Radeons, NVIDIA's PR personnels that Beyond3D deals with are quite helpful and in one of their PR personnel's words about the priorities of his colleague who is "in charge" of Beyond3D, "... has Beyond3d at the top of his priorities." I usually talk to a particular NVIDIA PR personnel using very, very frank words (we call each other "butthead") and he does the same with me but we have history. He tries to help, which is a good thing. I told him about the poor relative GeForceFX performance in TRAOD. NVIDIA will get down to work. Last I heard (after our articles and reviews using this game), the official game patch is being delayed (v49, as given to Eidos by Core Design, the version we have been using in all our articles and reviews... Core Design actually made an official v49 patch and gave it to Eidos who is responsible for releasing it to the public) and that there is likely to be a newer version (later than v49). The reason? Speculatively, let me remind you of what I wrote in the Albatron GeForceFX 5900PV review :
This game is relatively new in the benchmarking scene (in fact, this site is the only place you can see the game benchmarked thus far, at least until the official patch is released to the public) and if it is eventually used regularly by hardware review media outlets it is likely that we will see IHVs try to improve the performance of their hardware in this game.
That's speaking specifically from the point-of-view of driver improvements for this game... who knows what happens behind closed doors between IHVs and Eidos/Core Design. We will stay vigilant, of course.
Developer stuff
Dany Lepage, a former 3D Architect (identicle title as someone like Gary Tarolli at NVIDIA, for instance) at both Matrox and NVIDIA but now with Ubisoft making games like Splinter Cell and its sequels, haven't been posting at our Developer forums but he's been real busy working on SC-X and Pandora while also making a presentation about a month ago at SIGGRAPH. It's an interesting presentation about Splinter Cell, with a few pages (it's in PowerPoint format) dedicated to Shadow Volumes vs Shadow Buffers (i.e. DOOM3 vs Splinter Cell) and the lighting engine used in the game. Dany also provided me images taken from an Atomic magazine article (issue 30, June'03) about Splinter Cell that explains many interesting details about the game and its various ports (XBOX, PS2, GameCube, PC... did you know the PS2 version was made by Ubisoft's Shanghai/China team?), how difficult it was to make the game on all these platforms, the differences of the game on all these platforms (the PS2 and Gamecude really suffer graphically compared to the PC and XBOX versions)... very interesting stuff. You should try and get that issue of Atomic magazine (because I can't give you the images due to copyright issue). I'm not sure if his PowerPoint presentation is listed on SIGGRAPH's official site but if it's not, I'll see if Beyond3D can provide it to the public... but you guys will have to let me know if you want it first. Dany will post at our forums when he has time (duh).
Futuremark, 3DMark03 and the next 3DMark. Things are moving at Futuremark and... no, wait, I can't say, I'm under NDA . Suffice to say, I have good hopes that the next 3DMark will meet expectations in a good way.
I haven't been talking to Tim Sweeney lately. But I intend to ask him if we can have an early glimpse of his "next gen" engine that he's currently working on. Everyone, fingers crossed.