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According to a coder on the team, the E3 footage is generated straight from their engine @ 1080p (frames were assembled after the fact to ensure a smooth framerate). He states that he fully expects the team to get the final game running @ 30+fps at that resolution (!).
http://www.beyond3d.com/forum/viewtopic.php?t=22971&start=80&postdays=0&postorder=asc&highlight=
PS3 is starting to sound beastly again...
According to a coder on the team, the E3 footage is generated straight from their engine @ 1080p (frames were assembled after the fact to ensure a smooth framerate). He states that he fully expects the team to get the final game running @ 30+fps at that resolution (!).
http://www.beyond3d.com/forum/viewtopic.php?t=22971&start=80&postdays=0&postorder=asc&highlight=
DeanoC said:mckmas8808 said:Hold on DeanoC. You wrote it. So tell us thousands of guys one thing. Is what we seen tonight in real-time or CGI?
The trailer was made by selecting a bunch of in-game moves/cool things, Then those frames making up those bits were output at 1080p from the engine. These are then all stuck together in a editing and post-processing package to look like a movie trailer.
But fundementally the 'renderer' itself was in-game, so you can see the shadow issues in certain frame where the in-game shadow map resolution optimiser doesn't do its job.
So in all fairness its not quite as black and white as either real-time or CGI...
DeanoC said:DemoCoder said:Ahh, the question is, how many FPS @ 1080p :twisted: :twisted: :twisted: I assume it's < realtime. (10fps?)
If you split the demo into 2 sections (interior and exterior), the interior runs real-time quite happily at 1080p. The exterior struggles a bit but more because we just kept adding more and more till it looked right without going through various optimisation passes then anything else (i.e. the flags are really expensive at the moment due to a quick implementation).
DeanoC said:DemoCoder said:there is still lots of optimization left.
Without saying anything regarding hardware etc. I will say everything you see is still early and we expect it to run alot better in future...
DeanoC said:Yep, they are simplified entities but still have basic AI (they can avoid things, stay in formation etc., they try and jump out of the way of the boozaka if you look carefully...) and use the normal animaton system, they are even the same models, the LOD system handles it transparently. They also turn into Havok ragdolls for a decent death.Shifty Geezer said:Deano, can you honestly tell me that all those soldiers running around have their own AI and animations and such? :shock:
Currently they are all on a single processor core, so the framerate drops pretty sharply at high number of entities... but this should go away once we have had a chance to work the machine properly...
DeanoC said:Sony asked for 1080p for the trailer, so we provided it... Assuming all things being equal I can't see why the final game wouldn't...wco81 said:So the final product will be an 1080p game? Running at a high target FPS?
Will it use HDR?
FPS I'll be really disappointed if we can't keep a steady 30 at worse and would prefer 60 but given time scales 60 may not be possible (I'm personally fussy about framerate so I'll try for a steady 60fps)
HDR is bread and butter for us, something like 2 years old tech. Originally 16 bit integer (back in the ATI 9800 days) now FP16 based. X360 has a nice 32 bit float mode (FP10) but I expect that will be quite hard to use for proper HDR (never got a chance to use it so can't really comment), considering we have actually hit precision issues with FP16 framebuffers (64 bit). FP16 seems to be the best comprimise for a framebuffer at the moment (its enough for most lighting, though we run out of precision directly in front of the sun (noticeable on our cloud renderer))
DeanoC said:mckmas8808 said:So DeanoC once you guys start to multithread, what advantages do you think the game will have? Will it improve graphics, physics, AI, etc.?
Graphics and framerate are the low hanging fruit. Just threading up the animation system and procedural graphics (hair, cloth, flags etc.) will gives us a large amount of CPU time back for the game. The army need this the most.
Longer term, Physics and AI services are obvious candidates.
As for what improves?, thats a good question. The priority is to move the heavy weight stuff off the main game thread, hopefully doing this will provide lots more time for the game code. That should improve the gameplay in lots of ways.
Wether we will acheive all this and keep the code easy to develop with is the big question. Lots of designers and coders (especially the more junior members of the team) aren't used to dealing with threads, DMA and C like code. Keeping a balance between the high level and the harder stuff is the biggest challenge. I don't want a level designer having to worry about threads but at the same time don't want him/her coding in such a way that its totally serialised...
DeanoC said:Its in-engine but I'd be lieing to say its very playable at the moment BUT we have lots of work to do in this area. There is something like 2000 people on screen there, we have shown 500 people @ 30fps on our old PC demo (GDC2004 time). Were not currently as efficient as we were back when we did the last demo, a new more advanced shadow system and a few other changes make each bloke a bit more expensive. To be honest though, we knew we were about the change to the target platform when we made those changes so optimising for a PC engine was a bit pointless. Given the power and architecture of the target platform, it seems achievable (if a bit hard ;-) )onetwo said:DEANOC... Are you saying that the battlefield view with hundreds of soldiers is realtime (and you guys are targeting 1080p @ 30fps+)? Like this amazing screenshot:
http://www.ninjatheory.com/blinkblink/images/stories/hsscreens/hs_e3-2005_08.jpg
onetwo said:Also, will we be seeing motion blur effects on par with what's in that picture (not the fake BS we've had to deal with this gen)?
Actually Wil (one of the coders) has done some research work on achieving that kind of depth of field and motion blur in-engine since we finished the E3 demo. Its still being worked on but it looked pretty good last time I saw it. He's calculating per-pixel velocity vectors so you actually get smearing and blurring along the movement axis...
onetwo said:Thanks for answering our questions; great to finally interact with someone so down-to-earth.
No problem, sometimes I can't answer or have to be quiet obtuse but thats the nature of the business...
PS3 is starting to sound beastly again...