mayo 31, 2007

Buenas noticias sobre el Unreal Engine.

Buenas noticias para los que tengan un equipo en SLI, pues Unreal Engine, además de ser el Engine que ha elegido EA para sus futuros títulos (que no es moco de pavo!), parece que irá a la perfección con equipos SLI y con varios CORES... un gran trabajo de los chicos de EPIC, muy interesante para los usuarios de PC.
Me parece especialmente interesante el comentario que hace sobre WinVista 64, suficiente para que me replantee la instalación de ese sistema operativo. Sobre el 32bits no se dice nada, pero creo que aun así me quedaré con mi WinXP de toda la vida que me va muy muy bien, aunque creo que los últimos drivers de NVIDIA para WinVista ya tienen un rendimiento más que decente...

Gameguru Mania - Gaming, Software, Hardware and Technology News: "Tim Sweeny on UT3 requirements - interview
(hx) 01:24 PM EDT - May,30 2007 - Post a comment
The official Epic Games Forums have posted a thread translating an interview with Epic's Time Sweeney concerning Unreal Engine 3. There's also interesting technical information regarding Unreal Engine 3 such as multi-core CPU support, DX10 support, lack of AA in DX9 but will support it in DX10, as well as some information that could possibly spell bad times ahead for the Radeon HD 2900 XT in Unreal Engine 3 based games compared to the GeForce 8 series.

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 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".

PCGH: Will SLI and Crossfire provide significant advantages?
Epic: We're testing SLI configurations on a regular basis. Their positive influence can be felt significantly, especially at higher resolutions. So, if one wants to have full details at very high resolutions, a SLI-system would be the ideal way to secure optimal performance. We had no opportunity to test crossfire systems yet, but we are expecting similar results.

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: Will UT3 players be able to benefit from a 64 Bit environment and is there a 64 Bit version anyway?
Epic: To assure compatibility, we tested UT3 with Vista x64 as well. Nonetheless, we're planning to wait and see first, until the OS and its applications will have ripened, before we'll be taking further steps in the 64 Bit direction. With UT2004 we were one of the first developers who ported a title for Windows XP x64. We would've liked to do this with UT3 and Vista x64 as well as shifting all the PCs we're currently developing on to the 64 Bit version of Vista. Unfortunately, full software and driver compatibility isn't there. The basic OS runs stable and it's fun to work with it isolated. But as soon as you want to print something or want to run Maya or 3DSMax together with some third-party plugins you'll get massive problems. But I am sure those can be fixed via service packs and software updates, so PCs with 4 to 8 gigs of ram can establish themselves during the next 12 months.

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.