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[新闻] eurogamer与技术控地铁开发员谈次世代。。(至少相当于2倍的同等pc)

http://www.eurogamer.net/article ... de-metro-last-light

Digital Foundry: Let's talk about next-gen console. What's your take on the general design in terms of CPU and graphics processing power?

Oles Shishkovstov: We are talking PS4, right? I am very excited about both CPU and GPU. Jaguar is a pretty well-balanced out-of-order core and there are eight of them inside. I always wanted a lot of relatively-low-power cores instead of single super-high-performance one, because it's easier to simply parallelise something instead of changing core-algorithms or chasing every cycle inside critical code segment (not that we don't do that, but very often we can avoid it).

Many beefier cores would be even better, but then we'll be left without a GPU! With regards the graphics core, it's great, simply great. It's a modern-age high-performance compute device with unified memory and multiple compute-contexts. The possibilities of CPU-GPU-CPU communication are endless, we can easily expect games doing, for example, AI pathfinding/route planning executing on GPU to become a common thing.

Digital Foundry: To what extent is the 8GB of GDDR5 in the PlayStation 4 a game-changer? What implications does that have for PC, where even the standard GTX 680 ships with just 2GB of GDDR5?

Oles Shishkovstov: RAM is really, really important for games, but all of it actually being useful depends on available CPU-side bandwidth and latency to the external storage device. I think that they put slightly more RAM than necessary for truly next-generation games this time, but considering the past history of Sony stealing significant percentage of RAM from developers for OS needs - that may be exactly the right amount!看到了吗???所以这8g内存。。嘿嘿。。

Digital Foundry: The last few years have seen a ton of poorly optimised PC ports of console games. Is the move to x86 architecture across all formats a good or bad thing for PC gaming?

Oles Shishkovstov: In general - yes, especially for indie developers. You have to understand that x86 is much more friendly for beginners at least because of its simplified memory model. Just try to describe to somebody what the memory barrier is and where and when to put it in - usually you'll be left with the guy getting stuck in an infinite loop! Joking aside - the less time we spend on platform-specific optimisations, the more is left to innovate.

Digital Foundry: Do you think that the relatively low-power CPUs in the next-gen consoles (compared to PC, at least) will see a more concerted push to getting more out of GPU Compute?

Oles Shishkovstov: No, you just cannot compare consoles to PC directly. Consoles could do at least 2x what a comparable PC can due to the fixed platform and low-level access to hardware.利好消息。。

Back to the question - yes, yes and yes. There are some things which are just more efficient to do on massively parallel machines like GPUs are. I think that at least initially, with launch titles, the GPU-Compute will be underutilised, but during console's lifetime we'll see more and more unbelievable and innovative things purely thanks to GPUs.
与达芬奇的意思一样,更多direct compute的应用需要时间。。

Digital Foundry: Early PS4 work we've seen appears to have utilised either 2x MSAA or post-process AA. Do you think your SSAA/AAA combo could be viable for next-gen console?

Oles Shishkovstov: SSAA is all about decoupling rendering resolution (and grid) from output resolution (and grid). So, yes, in some form or another it will be useful. As for any form of post-processing AA - definitely yes, it was used in the past and will be used in the future. As for MSAA - I'd rather like the GPU vendors to use that (rather significant) amount of transistors in other parts of GPUs. Anti-aliasing is the job of graphics programmers and not some magical hardware feature.


-------------------------

Digital Foundry: We've seen Unreal Engine 4 step back from true real-time global illumination. Is it simply too expensive, even for next-gen consoles? Can you talk us through 4A's GI solution?

Oles Shishkovstov: Actually that's not true global illumination, but more of a really advanced algorithm producing convincing results. Yes, all that voxelisation and cone tracing is very expensive, too expensive even for Titan-like hardware.悲剧,最大的悲剧!!次世代引擎最大的亮点在次世代主机上有心无力!!最没想到svogi连泰坦大叔也觉得会累。。

I did a lot of research on GI during our last project, but we did not ship with it. The fundamental problem is: when an artist tweaks lighting on PC (with GI) it usually looks like crap on current-gen consoles (without GI). Next-gen console will solve it, enabling us to use some kind of real-time GI, so both the PC and consoles will get it. Personally I still lean towards coarse scene voxelisation and tweaking from here, quite possibly live with some amount of light leakage.

Digital Foundry: Once it's financially viable to let go of Xbox 360 and PS3, what rendering advancements do you hope to see in next-gen gaming?

Oles Shishkovstov: It seems that personally we will jump to next-gen rather sooner than later. We are currently focused on another important aspect of our games - characters. I mean we are not only working on believable appearance/visualisation, but also are in deep research on believable motion and animation. In a nutshell that's full-time physical simulation of the entire body with generated animations based on a "style" model learned from motion capture. That's a really compute-intensive process, but the one greatly suited to a GPU Compute model.

That's just one example. The whole industry was held back with current-gen consoles, because they are a very important source of revenue. Now the lowest common denominator will be 10x higher, and that's incredible. We can expect some form of GI to become common, it will be rare stuff to see a shadow without umbra/penumbra, every model will be properly tessellated and displaced, the OIT will be commonplace (for games who needs it badly), we will forget forever about smoke not casting shadow onto itself, etc, etc - great times really.

I am not saying that we'll solve all the problems at once and the result will be available in every game onto every console, but a 10x more powerful baseline will spawn all types of research and resulting advancements will translate into many games, [and] not only console ones - the PC graphics will get a huge improvement as a result as well.

[ 本帖最后由 倍舒爽 于 2013-5-27 01:04 编辑 ]


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引用:
原帖由 polyhedron 于 2013-5-27 09:16 发表
简单的说:
jaguar不错,很平衡,并行是很好的。
GPU很方便,统一内存带来超多新可能性。
内存非常重要,特别是带宽和延迟。不过好归好,sony的os用了太多……
对pc移植要好很多。内存模型简单了开发方便太多了。 ...
哎,我是死脑子。。
像素级的和物理级的比。。。。
于效果来讲,十分悲观。。
ue4的光与暗过渡。。实在太细致太线性了,

不过丫说连泰坦都觉得贵我是不理解的,这莫非是pr话??



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