• Hey Guest. Check out your NeoGAF Wrapped 2025 results here!

Carmack Explores Next Gen Challenges

KingJ2002

Member
If old please lock

Fron Next Generation dot Biz

As one of the technology leaders in the industry, what John Carmack says, people have to listen to. He had a lot to say at the Quakecon keynote regarding the difficulties developers are facing with new console hardware.

There's a handful of guys in our industry who have a ton of influence over the future of technology. Id's John Carmack and Epic's Tim Sweeney are probably the top two. They have direct input on just about every 3D technology that's built today. They're the ones creating the engines that power a good chunk of the bleeding edge games of tomorrow.

For his part at the PS3 tech demos at E3, Sweeney indicated new platforms will pose little challenge for the Unreal Engine. Carmack seems to share more of Gabe Newell's opinion on matters (though perhaps with slightly less vehemence).

On Next Generation Console Power


"If you just take code designed for an x86 that’s running on a Pentium or Athlon or something, and you run it on either of the PowerPCs from these new consoles, it’ll run at about half the speed of a modern state of the art system, and that’s because they’re in-order processors, they’re not out-of-order execution or speculative, any of the things that go on in modern high-end PC processors. And while the gigahertz looks really good on there, you have to take it with this kind of “divide by two” effect going on there."

On Multicore CPUs


"…Multiprocessing with the CPUs is much more challenging [to harness than the parallelism provided by graphics cards]. It’s one of those things where it’s been a hot research topic for decades, and you’ve had lots academic work going on about how you parallelize programs and there’s always the talk about how somebody’s going to somehow invent a parallelizing compiler that’s going to just allow you to take the multi-core processors, compile your code and make it faster, and it just doesn’t happen."

"The Xbox 360 has an architecture where you’ve essentially got three processors and they’re all running from the same memory pool and they’re synchronized and cache coherent and you can just spawn off another thread right in your program and have it go do some work. Now that’s kind of the best case and it’s still really difficult to actually get this to turn into faster performance or even getting more stuff done in a game title."

" …Anything that makes the game development process more difficult is not a terribly good thing. The decision that has to be made there is “is the performance benefit that you get out of this worth the extra development time?

"There’s sort of this inclination to believe that -- and there’s some truth to it and Sony takes this position -- “ok it’s going to be difficult, maybe it’s going to suck to do this, but the really good game developers, they’re just going to suck it up and make it work”. And there is some truth to that, there will be the developers that go ahead and have a miserable time, and do get good performance out of some of these multi-core approaches and CELL is worse than others in some respects here."

"But I do somewhat question whether we might have been better off this generation having an out-of-order main processor, rather than splitting it all up into these multi-processor systems."

"…But it’s not a problem that I actually think is going to have a solution. I think it’s going to stay hard, I don’t think there’s going to be a silver bullet for parallel programming. There have been a lot of very smart people, researchers and so on, that have been working this problem for 20 years, and it doesn’t really look any more promising than it was before."

On Xbox 360


"…the intention is I’m probably going to be spending the next six months or so focusing on [Xbox 360] as a primary development platform, where I’ll be able to get the graphics technology doing exactly what I want, to the performance that I want, on this platform where I have minimal interface between me and the hardware, and then we’ll go back and make sure that all the PC vendors have their drivers working at least as well as the console platform."

On Console Priority

"In the last couple weeks I actually have started working on an Xbox 360. Most of the upcoming graphics development work will be starting on that initially. It’s worth going into the reasons for that decision on there. To be clear, the PC platform will be released at least at the same time if not earlier than any of the consoles but we are putting a good deal more effort towards making sure that the development process goes smoothly onto them."
 
krypt0nian said:
Invisi-text joke?

It's funny because he apparently thought we would go 2 days without a thread (or two) on this. It's even more funny when you realize they used the transcript posted on this forum in the first place.
 
sangreal said:
It's funny because he apparently thought we would go 2 days without a thread (or two) on this. It's even more funny when you realize they used the transcript posted on this forum in the first place.


Heck, he couldn't even change the number of dashes used....

-- and there’s some truth to it and Sony takes this position --
 
sangreal said:
Haha, thats exactly what tipped me off :D

At first I didn't believe you, that is until I rewatched the following paragraph and noticed several errors that we're made exactly in both...

"…Multiprocessing with the CPUs is much more challenging [to harness than the parallelism provided by graphics cards]. And It’s one of those things where it’s been a hot research topic for decades, and you’ve had lots of academic work going on about how you parallelize programs and there’s always the talk about how somebody’s going to somehow invent a parallelizing compiler that’s going to just allow you to take the multi-core processors, compile your code and make it faster, and it just doesn’t happen."
 
Top Bottom