PDA

View Full Version : Tim Sweeney si pronuncia sui requisiti hardware di UT3


lowenz
30-05-2007, 13:40
http://www.beyondunreal.com//daedalus/singlepost.php?id=10581

PCGH: How do the general hardware requirements look like?

Epic: Since optimization work is still ongoing, these details may change every day. Generally speaking, the game runs quite smooth with DX9 hardware released by NVidia and Ati since 2006. On high-end cards, including the DX10 models, UT3 runs incredibly smooth already. Additionally, we also support shader 2.0 graphics hardware, with only a few technical limitations.

PCGH: Is there a possibility to make deferred shading and edge-smoothing work at the same time on DX9 graphics cards?

Epic: Unreal Engine 3 uses deferred shading to speed up the calculation of dynamical lighting and shadows. Integrating this feature together with multi-sampling requires control of the edge-smoothing at a much deeper level than the DX9 interface can provide. So, on the PC, multi-sampling will only be supported under DX10.

PCGH: How exacly are you utilizing the functions of Direct X 10?

Epic: Unreal Tournament 3 will ship with full DX10 support, with multi-sampling being the biggest visible benefit of the new graphics interface. Additionally, with DX10 under Vista we have the possibility to use the video memory more efficently, to be able to display textures with a higher grade of detail as it would be possible with the DX9 path of Vista. Most effects of UT3 are more bound to the fillrate than to basic features like geometry processing. That's why DX10 has a great impact on performance, while we mostly forgo the integration of new features.

PCGH: What is the maximun number of threads that can be calculated separately? Will there be a performance-boost if a quad-core system will be used?

Epic: We're able to scale the thread-structure pretty well. There is a primary thread for the gameplay and a second one for rendering. On systems with more than 2 cores we run additional threads to speed up various calculation-tasks, including physics and data-decompression. So the overall performance benefits greatly from a quad-core processor. Although we haven't looked into the matter yet, I expect an even further performance increase through CPUs with more than 4 cores in future UE-based games.

Epic grandiosa, supporto anche per shader model 2.0! :)

Peccato per l'AA, le mie paure sono diventati realtà:

Epic: Unreal Engine 3 uses deferred shading to speed up the calculation of dynamical lighting and shadows. Integrating this feature together with multi-sampling requires control of the edge-smoothing at a much deeper level than the DX9 interface can provide. So, on the PC, multi-sampling will only be supported under DX10.

:nera: :nera: :nera:

Spike79
30-05-2007, 14:26
Spettacolare Epic!!! :eek:
Già UT2004 gira da DIO anche con HW non proprio al top, mò salta fuori pure che UT2007 sarà gestibile anche a schede DX9....fantastico.

Cmq lo tengo come 'punto di svolta' per me , comprerò una scheda DX10 proprio per giocare a UT2k7 (e a Crysis, se il mio pc ce la farà :doh: )

lowenz
30-05-2007, 16:09
Spettacolare Epic!!! :eek:
Già UT2004 gira da DIO anche con HW non proprio al top, mò salta fuori pure che UT2007 sarà gestibile anche a schede DX9....fantastico.

Cmq lo tengo come 'punto di svolta' per me , comprerò una scheda DX10 proprio per giocare a UT2k7 (e a Crysis, se il mio pc ce la farà :doh: )
Non si chiama più UT2007 da quando è cambiato il Publisher :D

UT3 è ufficiale :)

Grey 7
30-05-2007, 16:13
tanto so gia che in multiplayer lo giochero a 800*600 dettagli minimi..da buon uttaro (pro) che sono :sofico:

in single player spero di non aver problemi tirandolo a 1280/1024 con dettagli almeno medio-alti.

peccato per l'aa ma arrivati a un certo punto chissene..per lo meno sembra ben ottimizzato ed è questo che conta

Mister Tarpone
30-05-2007, 16:15
non sarà possibile applicare l'aa.... come in Stalker... vabbè pace.. :mad: ;)

lowenz
30-05-2007, 16:55
non sarà possibile applicare l'aa.... come in Stalker... vabbè pace.. :mad: ;)
DX9 e Deferred Shading non possono andare d'accordo.

Certo che se per UT3 facessero un render OpenGL come è avvenuto per UT e UT2003/4 il tutto potrebbe essere risolto.....altrimenti per l'AA Vista (+Scheda DX10 ovviamente) è necessario.

lowenz
31-05-2007, 09:12
Possibile che non interessi a nessuno? :D

Poi tutti a chiedere "Ma perchè non si attiva l'AAAAAAAAAAAAAAAAA?"

:muro: :asd: :D

HexDEF6
31-05-2007, 09:54
DX9 e Deferred Shading non possono andare d'accordo.

Certo che se per UT3 facessero un render OpenGL come è avvenuto per UT e UT2003/4 il tutto potrebbe essere risolto.....altrimenti per l'AA Vista (+Scheda DX10 ovviamente) è necessario.

io credo che il render opengl lo facciano... anche perche' altrimenti sulla play 3 come lo fanno girare????

lowenz
31-05-2007, 09:58
io credo che il render opengl lo facciano... anche perche' altrimenti sulla play 3 come lo fanno girare????
Speriamo lo facciano OpenGL 3.0.....se fosse così equivale a quello DX10 bene o male :)

Spike79
01-06-2007, 07:59
Ma sarà d'obbligo usare Vista per le DX10 ?
E se si usasse una scheda DX10 con XP PRO ? i benefici comunque non ci sarebbero ?

lowenz
01-06-2007, 09:13
Ma sarà d'obbligo usare Vista per le DX10 ?
E se si usasse una scheda DX10 con XP PRO ? i benefici comunque non ci sarebbero ?
M$ non svilupperà nessun porting per XP delle DX10, stando a quello che dice ufficialmente:

no porting, no dx10, no driver dx10 -> no giochi dx10 anche con scheda dx1000000

Chiaro? :D

Freisar
01-06-2007, 09:24
:O si toglie l'HDr e si mette l'AA...

Sto differing incomimcia a stufare...

lowenz
01-06-2007, 09:29
:O si toglie l'HDr e si mette l'AA...

Sto differing incomimcia a stufare...
Deferred :doh:
E non c'entra con l'HDR :p

Se volete le ombre dinamiche e altri effetti legati all'illuminazione a tutta scena c'è poco da fare, altri metodi non funzionano così bene.

E poi la colpa non è del deferred shading, ma di come è implementabile sulle DX9: in DX10 e in OpenGL problemi non ce ne sono, ergo il problema sono le DX9.

lowenz
01-06-2007, 09:47
Ecco un bel PDF di Nvidia sul Deferred Shading che ne mostra i benefici (innegabili):

http://download.nvidia.com/developer/presentations/2004/6800_Leagues/6800_Leagues_Deferred_Shading.pdf

Il rapporto benefici/svantaggi è ben esposto dalla slide "Should I Use Deferred Shading" in poi ;)

When is Deferred Shading A Win?

Not when you have many directional lights:
Shading complexity will be O(R*L), R = screen res.
Outdoor daytime scenes probably not a good case
Better when you have lots of local lights:
Ideal case is non-overlapping lights
Shading complexity O(R)
Nighttime scenes with many dynamic lights!


Ergo in giochi ambientati in notturna è utile (vedi Thief, Splinter Cell, ecc.) ;)

lowenz
01-06-2007, 12:12
Sempre da: http://www.beyondunreal.com/

PCGH: Are there any things you learned while developing Gears of War for next gen consoles that you can now benefit from when finalizing UT 3 for the PC?

Tim Sweeney: The Gears of War experience on Xbox 360 taught us to optimize for multi-core, and to improve the low-level performance of the key engine systems. This has carried over very well to PC. The division of UE3's rendering and gameplay into separate threads, implemented originally for 360, has brought even more significant gains on PC where there is a more heavyweight hardware abstraction layer in DirectX, hence more CPU time spent in rendering relative to gameplay.

Also, the 360 work we did resulted in an engine that also runs well on low-end and mid-range PCs. This is very important for games today; the high-end PC gaming market alone is not big enough to support next-generation games with budgets in the $10-20M range. You need to run on ordinary mass-market PCs as well. In reading PC gaming websites, one might get the impression that everyone owns a dual-core PC with a pair of $600 GPUs in SLI configuration, but the reality is very different. More than 80% of PCs sold today are still single-core, and have very low-end DirectX9 graphics capabilities. Unreal Engine 3 supports those configurations well.

lowenz
01-06-2007, 12:14
E questo:

IGN: Let's talk about working with Unreal Engine 3. The game looks great, but how scaleable is the engine?

Andrew Edelsten: The artists have been able to do great things; the special effects artists in particular. I mean, the ice lake [on 'Courtyard'] has really good shaders for instance. It also means, though, Unreal Engine 3 does push the hardware. We then had to go, 'well, we can't only have a GeForce 7-only game.

IGN: Will this be a DirectX 10 compatible game? Or are you building Fury with DirectX 9 in mind?

Andrew Edelsten: We will have some DirectX 10 features. They're still being finalised, but basically we're adding the proper DX10 pipeline at the moment. We've got a couple of guys working on that, working with Nvidia and Microsoft closely. We've also got the low-end renderer to cater for GeForce 5 and hopefully even GeForce 4. The engine is quite scaleable now - it wasn't for a long time, but we put our best 3D guys onto it and they made the fall-back renderer look really good and playable and fast.

Beh che dire, mitici come sempre alla Epic, pure il render DX8 per GeForce 4/5 :winner: