- 30 mai 2007 à 13 h 22 min #24828
Doc Shock a traduit sur les forums Epic un article du magazine allemand PC Games Hardware à propos de l’Unreal Engine 3. A la question « A quoi ressemblera la configuration recommandée pour jouer? », Tim Sweeney répond que le jeu tourne bien sur les cartes Ati & Nvidia DX9 sorties depuis 2006. Sur les cartes haut de gamme, y compris celles DX10, UT3 tourne déjà comme un charme. Tout ça alors qu’il reste pas mal de travail à faire sur l’optimisation.
Plutôt que de m’hasarder à une traduction française d’un texte déjà transcrit de l’allemand, j’encourage tous les fans shader-models et autres multi-sampling à lire le reste de l’interview dans les commentaires.
Au passage, signalons qu’après une rumeur signalant la sortie d’UT3 le 3 Septembre aux US et le 28 en Europe, Mark Rein a répondu que le jeu ne serait pas prêt à cette date. Enfin l’hypothèse d’une sortie décalée selon les continents a été qualifiée d’idiote: Epic ne le fera clairement pas.30 mai 2007 à 13 h 23 min #390090Doc Shock @ Epic forum wrote:The Unreal Engine 3 is a multi-platfom engine which supports Direct X 9 and Direct X 10 on the PC-side.
Overview of the most important rendering features:
– multi-threaded renderer (4+ threads)
– 16 Bit per componenent HDR-Pipeline
– runs on 64 Bit operating systems
– (confirmed) performance advantages through SLI (most likely Crossfire as well)
– post-processing effects (some examples): motion blur, depth-of-field blur, bloom
– deferred shading
– physics: Ageia PhysX engine
– 300 – 1.000 visible objects per scene
– huge scenes typically consist of 500.000 to 1.500.000 triangles
– normal maps and texture maps usually have a resolution of 2.048 x 2.048
Important questions, answered by Tim Sweeny, lead developer at Epic Games:
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 smooth already. Additionally, we also support shader 2.0 graphics hardware, with only a few technical limitations.
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.30 mai 2007 à 14 h 33 min #390091
PoRRasturvaTParticipantQuote: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.
une attaque sur microsoft?
sinon bonne nouvelle, apparement ça tourne bien sur une 7800 alors…30 mai 2007 à 18 h 14 min #390092
Et avec un peu de chance, Q5 sortira avant30 mai 2007 à 22 h 31 min #390093
Yes, on a bien fait de changer ma carte graphique, n’est-ce pas Defeat?31 mai 2007 à 23 h 18 min #390094
la même interview, mais en version originale:Quote:PCGH: You rescheduled the game to Q3 in 2007. Was one of the reasons behind this that you had to do some technical changes with the engine or that you found ways to improve your game technology?
Tim Sweeney: We didn’t reschedule anything. UT3 has always been about being done when it’s done. We’re taking our time with the game because the UT franchise is very important to us and we want to get it right for this, the third generation in the series.
PCGH: You are using deferred shading. Will there be any chance to get FSAA working with DX9-Level-cards? What about DX10-cards?
Tim Sweeney: Unreal Engine 3 uses deferred shading to accelerate dynamic lighting and shadowing. Integrating this feature with multisampling requires lower-level control over FSAA than the DirectX9 API provides. In Gears of War on Xbox 360, we implemented multisampling using the platform’s extended MSAA features. On PC, the solution is to support multisampling only on DirectX 10.
PCGH: Can you at this point of development tell our readers what kind of hardware will be required to play the game with all detail in 1024×768 (No FSAA/AF) and 1.600×1.200 (with 4xFSAA – if available – and 8:1 AF)? Will there be any fallback modes for gamers with older hardware like Shader 2.0 cards?
Tim Sweeney: Optimization is still ongoing, so these numbers change on a daily basis. In general, our Unreal Engine 3 games run quite well on DirectX9 class hardware that NVidia and ATI released in 2006 and later, and amazingly well on the high-end cards including DirectX 10 cards. We also support Shader Model 2.0 hardware with minimal visual difference.
PCGH: Can player speed up performance remarkably by buying a second card for a SLI- or Crossfire system? Have you already measured/experienced differences between those two systems?
Tim Sweeney: We test on SLI configurations on a regular basis. There impact at higher resolutions is significant so if you want to experience the full beauty at high resolutions this is a great way to preserve performance while doing so. We haven’t had a chance to run on Crossfire yet, but would expect similar results.
PCGH: Could you in a couple of sentences sum up the technical as well as the visual highlights of the Unreal Engine 3 and especially UT 3 that will make your product superior to other competitors like Crytek (Cry Engine 2) id (doom 3 engine with megatexture technique)?
Tim Sweeney: We let our games speak for themselves.
PCGH: When did you get your first next-gen-hardware (DX 10-cards) to fiddle apart from console stuff?
Tim Sweeney: Our early access to hardware is generally covered by non-disclosure agreement.
PCGH: What is your experience with Nvidia’s and Ati’s next generation graphics hardware? Could you already make a statement which card will be better for UT 3, the 8800 GTX or the Radeon 2900 XTX?
Tim Sweeney: The relative performance scores between NVidia’s and ATI’s best cards vary from day to day as we implement new optimizations. But, for the past year, NVidia hardware has been ahead fairly consistently, and a few months ago we standardized on Dell XPS machines with GeForce 8800 GTX’s for all of our development machines at Epic.
PCGH: Are there any plans at Epic to upgrade the engine for DX 10? Have you already made experience with Microsoft’s new API?
Tim Sweeney: Yes, we’ll ship Unreal Tournament 3 with full DirectX 10 support. Support for multisampling is the most visible benefit. We’re also able to use video memory more efficiently on Windows Vista under DirectX 10, enabling a given machine to use higher-detail texture settings than are possible in Windows Vista under DirectX 9. Most of Unreal Engine 3’s effects are bound by fill-rate rather than by higher-level features like hardware geometry processing, so the real impact of DirectX 10 is incrementally better performance rather than entirely new features.
PCGH: Do UT 3 gamers profit from a 64 Bit environment? Will there be a 64 Bit version? What are the advantages of the 64 Bit version? Are there any differences as far as visuals or performance is concerned?
Tim Sweeney: We’re testing Unreal Tournament 3 with Windows Vista 64-bit to assure compatibility, but we’re planning to wait for the OS and application base to mature before doing anything further to really exploit 64-bit.
We were the first developer to port to the 64-bit environment back in 2004, with 64-bit Windows XP and Unreal Tournament 2004. We were very eager to embrace Windows Vista 64-bit also, and hoped to have moved all of our development machines over to it by now. Unfortunately, the software and driver compatibility still isn’t quite there. The base OS is very stable, and it’s a joy to work with in isolation. But, then, you need to print something, or run Max or Maya along with a collection of third-party plug-ins, and it all unravels. I’m sure the issues will be worked out with service packs and app updates within the Windows Vista generation, as machines with 4-8GB are finally becoming economical, and could be mainstream in the next 12 months.
PCGH: How important will main memory be for the overall performance? How much memory would you recommend?
Tim Sweeney: We require at least 512MB, and you’ll want at least 2 gigabytes for optimal performance and detail. Unreal Engine 3 is very scalable in terms of memory usage, so it runs well on low-memory machines at the low texture-detail setting.
PCGH: It is well known that your engine supports multi core CPUs. What is the maximum number of threads the engine can calculate? What is the performance gain when you play UT 3 with a quad core CPU? Will the engine even support future CPU with more than four cores?
Tim Sweeney: Unreal Engine 3’s threading support is quite scalable. We run a primary thread for gameplay, and a secondary thread for rendering. On machines with more than two cores, we run additional threads to accelerate various computing tasks, including physics and data decompression. There are clear performance benefits to quad-core, and though we haven’t looked beyond that yet, I expect further gains beyond quad-core in future games within the lifetime of Unreal Engine 3.
PCGH: Can UT 3 be played with full detail on a single core machine?
Tim Sweeney: You can play UT3 at any detail level on any machine; the dependent variable is the frame rate! If you have a fast GPU (and thus aren’t GPU-bound), then you’ll notice significant performance gains going from a single-core PC to a dual-core PC, and incremental improvements in going to quad-core, at a constant clock rate.
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.
(Thilo Bayer)2 juin 2007 à 7 h 34 min #390095
Allez continuez à optimiser les gars et je ressort ma voodoo 32 juin 2007 à 10 h 07 min #390096
Enfin on a des news concerant un peu le jeu sur PC
Et on aura pas besoin d’un pc de taré pour faire tourner le jeu: « Also, the 360 work we did resulted in an engine that also runs well on low-end and mid-range PCs. » GG
Peut etre que finallement ca n’aura pas été si mal qu’il y ait les versions consoles par rapport aux capacités/ressources utilisées pour faire tourner UT3 sur des pc « normaux »(mis a part le retard du jeu)2 juin 2007 à 11 h 28 min #390097
Je pense que du moment qu’on n’est pas exigeant, le jeu tournera sur pas mal de machines (tout comme UT2004 tournait sur des Geforce 4 Mx…). Après c’est sûr qu’ils ne feront pas de miracles, la puissance et la bande passante des cartes entrées de gamme étant ce qu’elle est. Globalement, la news est quand même une bonne nouvelle
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