poly-gone said:I believe there's something called collision detection !so again where is all the physics work?
well every game has that? and the collision detection in 2k4 is VERY simplfied.
poly-gone said:I believe there's something called collision detection !so again where is all the physics work?
"Carmacks engines" seam to be simpler than the Unreal engine. he tends to make engines that concentrate on one or two features and accomplish them very quickly. games based on "Carmacks engines" tend to run slower, with "random" slowdown and hitches. just look at enemy territory or even jedi knight 2, huge fluxuations in framerate.Carmacks engines far best, which is why I expect doom3 to maintain a consistent frame rate...
Oooh games slow down when lots is occurring, Wow I wonder what could be causing that?
That still doesn't make any sense at all. I can imagine vertices being transformed on the CPU -- in the days before T&L, but not any more. There's simply no point. Also, polygons cannot simply be set up on the CPU and then sent to the GPU to be texture, lit, etc. The video card processes vertices and performs triangle setup itself. Do you have a link or document to support your claim?hovz said:all polys are first rendered on cpu, they are sent to the gpu to be textured, lit, and everything else.Ostsol said:What do you mean, exactly, by "all polygons are still processed on the CPU"?hovz said:well in far cry theres alot of physics and geometry. for whatever reason all polygons are still proccesed on the cpu, and then the details are added in the gpu. ud think by this point in time the gpu would be able to do more of the work but :/.
Karma and vehicles do not make up for all the the physics in the game. Physics is always in action. Every move you make, every jump, every flak shard. The path of each bullet you fire from a chaingun, lance from a shock rifle, and bolt from the lightning gun must be traced across the geometry, checking for collisions. Assuming the use of octrees, the engine must iterate down through to the smallest octree nodes to find out where an object is and then test against all polygons and collision hulls to test for collision. Unless everyone is standing still and not doing anything, physics is always a big thing.theres no ai in multiplayer, and karma is only applied to player deaths and vehicles. so again where is all the physics work?Consider what's happening in-game when the framerate drops so low. There's alot of AI and physics algorithms in action, ya know. Also you must realize that virtually all gameplay and game content is coded not in C++, but in UnrealScript. UnrealScript, like Java, is probably compiled down to byte-code of some type and run on a virtual machine -- almost like a CPU in software. This makes it faster than interpretted high-level code, but always much slower than compiled C++ code. As such, I don't find it at all surprising that the Unreal Engine gets CPU bound.hovz said:the fact that on such a relativly simple game technically speaking your cpu bottlenecked on an athlon 64? u get what, 50 fps average? that means the lows are around 30? explain to me again how good this engine is!!!!
The only time I get stuttering in the UT2004 is when I have a bunch of stuff running in the back ground, taking up CPU cycles and memory. Actually, even then it's more of a general loss in framerate, but how can that not be expected?that also doesnt explain why far cry never stutters and drops like unreal does.
water, but not in some 2k4 maps....and karma is only applied to player deaths and vehicles. so again where is all the physics work?
mastermind said:unlike HL2 which looks like a great game, but if you watch any of the bink videos you can observe the same seemingly "random" and downright annoying frame rate drops, particularly when the screen turning..
They certainly are. The videos themselves are probably at a standard 24-29 fps. However, that doesn't mean that the game itself never went down below that.LeGreg said:mastermind said:unlike HL2 which looks like a great game, but if you watch any of the bink videos you can observe the same seemingly "random" and downright annoying frame rate drops, particularly when the screen turning..
It's funny..
I would have thought HL2 bink videos were recorded at a constant frame rate so it's doubtfull you'll see the framerate drop...
Ostsol said:That still doesn't make any sense at all. I can imagine vertices being transformed on the CPU -- in the days before T&L, but not any more. There's simply no point. Also, polygons cannot simply be set up on the CPU and then sent to the GPU to be texture, lit, etc. The video card processes vertices and performs triangle setup itself. Do you have a link or document to support your claim?hovz said:all polys are first rendered on cpu, they are sent to the gpu to be textured, lit, and everything else.Ostsol said:What do you mean, exactly, by "all polygons are still processed on the CPU"?hovz said:well in far cry theres alot of physics and geometry. for whatever reason all polygons are still proccesed on the cpu, and then the details are added in the gpu. ud think by this point in time the gpu would be able to do more of the work but :/.
Karma and vehicles do not make up for all the the physics in the game. Physics is always in action. Every move you make, every jump, every flak shard. The path of each bullet you fire from a chaingun, lance from a shock rifle, and bolt from the lightning gun must be traced across the geometry, checking for collisions. Assuming the use of octrees, the engine must iterate down through to the smallest octree nodes to find out where an object is and then test against all polygons and collision hulls to test for collision. Unless everyone is standing still and not doing anything, physics is always a big thing.theres no ai in multiplayer, and karma is only applied to player deaths and vehicles. so again where is all the physics work?Consider what's happening in-game when the framerate drops so low. There's alot of AI and physics algorithms in action, ya know. Also you must realize that virtually all gameplay and game content is coded not in C++, but in UnrealScript. UnrealScript, like Java, is probably compiled down to byte-code of some type and run on a virtual machine -- almost like a CPU in software. This makes it faster than interpretted high-level code, but always much slower than compiled C++ code. As such, I don't find it at all surprising that the Unreal Engine gets CPU bound.hovz said:the fact that on such a relativly simple game technically speaking your cpu bottlenecked on an athlon 64? u get what, 50 fps average? that means the lows are around 30? explain to me again how good this engine is!!!!
The only time I get stuttering in the UT2004 is when I have a bunch of stuff running in the back ground, taking up CPU cycles and memory. Actually, even then it's more of a general loss in framerate, but how can that not be expected?that also doesnt explain why far cry never stutters and drops like unreal does.
Chalnoth said:With all of these complaints, you still haven't told us what your system is, hovz.
Ostsol said:They certainly are. The videos themselves are probably at a standard 24-29 fps. However, that doesn't mean that the game itself never went down below that.
Once again, do you have a link or document to support your claim? There is zero reason for a game that uses vertex shaders to do this. I suppose that some animation may be performed on the CPU, but most of the heavy work in animation is generally done on the GPU (when support is there) in all modern engines. For static geometry there is absolutely no reason for software vertex processing.hovz said:Ostsol said:That still doesn't make any sense at all. I can imagine vertices being transformed on the CPU -- in the days before T&L, but not any more. There's simply no point. Also, polygons cannot simply be set up on the CPU and then sent to the GPU to be texture, lit, etc. The video card processes vertices and performs triangle setup itself. Do you have a link or document to support your claim?hovz said:all polys are first rendered on cpu, they are sent to the gpu to be textured, lit, and everything else.Ostsol said:What do you mean, exactly, by "all polygons are still processed on the CPU"?hovz said:well in far cry theres alot of physics and geometry. for whatever reason all polygons are still proccesed on the cpu, and then the details are added in the gpu. ud think by this point in time the gpu would be able to do more of the work but :/.
thats how it works tho, the polygons calculation is almost all done on the cpu. far cry and many other games have those same underling physica, an dmuch much more. they dont fluctuate in fps nearly as much.
You really don't have anything to support your claims, do you? You don't explain anything, either. Exactly what work does the CPU have to do that the GPU can't do?hovz said:vertext shaders help, but they dont offload all the work to the gpu.
Most of the polygons that are rendered are not even touched by the CPU. The game just calls a few display lists, and renders most of the scene at once. If you pay attention to the flyby vs. botmatch results, it should become obvious that it's the AI and character animation that's taking most of the CPU power.hovz said:vertext shaders help, but they dont offload all the work to the gpu.
Heh! All the good info is on the first page. Then it turns to bashing Epic. The conclusion seems to be that T&L does pretty much all vertex processing, when the video card supports the specific features.Neeyik said:I believe the following thread is worth a quick read before continuing any more discussions in this one:
http://www.beyond3d.com/forum/viewtopic.php?t=10943
How can it be considered an answer to be taken seriously when you don't make an effort to back it up? You don't even say where you might have read or heard such information. . .hovz said:i havent looked for a link. cuz if u dont believe me i dont care. im just answering the posters question.
basically the cpu renders all the models. all the verticies and polygons are drawn on the cpu. vertex shaders modify and animate the models. pixel shaders add effects to them.
Chalnoth said:Most of the polygons that are rendered are not even touched by the CPU. The game just calls a few display lists, and renders most of the scene at once. If you pay attention to the flyby vs. botmatch results, it should become obvious that it's the AI and character animation that's taking most of the CPU power.hovz said:vertext shaders help, but they dont offload all the work to the gpu.