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[技术] CAPCOM 次世代引擎的技术文档

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发表于 2008-2-10 19:56  ·  湖南 | 显示全部楼层
西川的数据和B3D差距太大,大概是30-60倍,即把单帧当成秒间。抑或LZ翻译有误。

但即便根据西川的数据,假定同时存在8人物8VS,那么LP的秒间多边形的约数也至少是:

(单人物10-20K*8,VS 30-40K*8,WORLD 50K)*60FPS/S=450k*60=27MP/S

2700W每秒,真不知那3百万的数字如何得来?



B3D部分数据:

Lost planet, X360/PC, 2007
Wayne - 12392 polygons (but finally 17765 polygons for compatibility with motion blur effect)
VS robot - 30-40,000 polygons
Background - ~500,000 polygons
Peak number of polygons per frame - ~ 3 million

Dead Rising, X360, 2006
Peak number of polygons per frame - ~ 4 million**


The Framework engine is adopted in games including Dead Rising, Lost Planet, Resident Evil 5, Devil May Cry 4, Monster Hunter 3.

The Framework engine has 3 characteristics: multi-platform support, multi-core optimization, tool integration.

As for multi-core optimization, the session mainly discussed methods for symmetric multi-core (Xbox 360). Since parallelization per module or loop which are often seen in parallel programming is not suitable for a game engine, parallelization per task including player character, enemy, bullet, camera, effect generator etc. is mainly used in the engine.

To suppress parallelization bugs such as dead lock, they made 2 clearly separated rules called "parallel update" which has no dependency and "synchronized update" in which each task can refer to and update other tasks. Task relationships and synchronization update intervals are adjustable on a GUI tool to make it easy to find parallel processes against the rules.

The performance for 1 thread vs 6 threads is, 2.6x in Dead Rising, and 2.15x in Lost Planet (under development). The CPU load is 80% for the main thread, 70% for rendering and sound, and 50-60% for other parallelized tasks.

There were only a few parallelization-related bugs against the rules in thousands of bug reports in the bug-checking period of the Dead Rising development, which shows totally parallelized application doesn't necessarily equal a bug-hell and they can realize stable parallelization thanks to the parallelization techniques and the strict rules in the Framework engine.

As for hi-def graphics, they pointed out "frame rate, fill rate, texture quality and size are more problematic than shader." Because of their estimation that 60fps is impossible for next-gen-esque imagery, they added lightweight 2.5D motion blur to make 30fps look smoother. Besides MSAA mini buffer is used in effect drawing to gain more fill rate (with the premise that GPU can use MSAA mini-buffer without cost). For better texture compression, they do original texture compression which appropriates an alpha channel for an extended information area and decompress it with programmable shaders.

The Framework engine can run not only on Xbox 360 but also on PLAYSTATION3 (asymmetric multi-core) and PC (single-core/multi-core). Parameters of its units can be edited to test it on real hardwares for each platform.
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发表于 2008-2-10 23:57  ·  湖南 | 显示全部楼层
LS看贴不认真-_-

还是给你来个对比:

B3D:

Lost planet, X360/PC, 2007
Peak number of polygons per frame - ~ 3 million

Dead Rising, X360, 2006
Peak number of polygons per frame - ~ 4 million**  


LZor西川:
LOST PLANET ....约3百万多边形每秒
DEAD RISING每秒4百万多边型。

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这样该很清楚了吧?某些人连PER FRAME和PER SECOND都没弄清楚啊。。。
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发表于 2008-2-11 00:03  ·  湖南 | 显示全部楼层
下面是引用moguituzi于2008-02-10 23:26发表的:


单纯的多边形能力是上上个时代的指标了

现在执行各种特效下的性能才是衡量主机的标准
.......

多边型仍是重要指标之一。76GT在3DMARK 05默认那么高画质跑出来也有20MP/S以上,360才3MP/S可信么?PC版LP 720PALL HIGH怎么也得88GT才能跑顺那。有个3DAnalyz可以拿来数数POLYGONS
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