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Tim Sweeney: Pandangan game di PC dan DirectX - 11-04-08, 15:24


Well, well well … Tim Sweeney, kalau anda merasa belum kenal ama do’i sebaiknya sekarang kenalan dulu deh Tim bisa saya sejajarkan dengan John Carmack (master of ID Software). Do’i adalah “begundal” dan sang sutradara Unreal Engine. Biang Unreal

Seperti kita ketahui, dari masa ke masa engine buatan Tim dengan team nya selalu laris manis untuk keperluan develop game lain. Misal dari UE3 saja sudah kita dapatkan list: Unreal Tournament 3, Gears of War, MoH Airbone, Bioshock, Rainbow Six Vegas, Brothers in Arms … etc dan lain sebagainya. Let’s continue to the news.

Site TG Daily, pada bulan Maret 2008 lalu sempat melakukan interview dengan sang creator Unreal Engine. Apa yang dituturkan Tim Sweeney bagi penulis sangat menarik, menyangkut efek dan cerminan untuk para PC Gamer.

Berikut hal-hal menarik dari Tim Sweeney yang dituturkan pada TG Daily, saya bilang sangat-sangat menarik dari mulut sang kreator Unreal Engine …


====================================
Ada banyak PC dengan harga overpriced. Ini seperti sport car saja, bertebaran dimana-mana, semua tampak seperti digdaya diberitakan. Tapi, sebenarnya hanya beberapa orang saja yang memilikinya. Hanya sedikit orang yang mau menghamburkan hartanya untuk sekedar memiliki PC super. Padahal “sport car” itupun sebenarnya tidak memberikan performa sebanding dengan uang yang telah dikeluarkan. Kamu seperti membayar dua kali lebih mahal hanya untuk kenaikan performa kisaran 30%. That is just NOT right.
====================================


====================================
Kesalahan ada pada pihak marketing yang selalu percaya bahwa ada sebagian kecil masyarakat (sebagai PC gamer) yang (selalu) mengeluarkan uang mereka untuk membeli high-end hardware
====================================


====================================
Permasahalan terbesar adalah bahwa kamu tidak dapat mendesain sebuah game PC untuk high-end saja, dan lalu begitu saja men-downscale ke PC menengah. Karena perbedaan performa antara high-end dan low-end PC seperi 100x … ya seratus kali.
====================================


====================================
Kalau kita kembali lagi ke 10 tahun yang telah berlalu, perbedaan antara high-end dan low-end mungkin hanya berkisar “10” saja. Kami bisa membuat game dengan scaling mencakup keduanya. Sebagai contoh, pada versi pertama Unreal engine, resolusi 320x200 baik untuk “software rendering” mode. Dan kami juga bisa naik ke 1024x768 jika kamu punya VGA yang cukup kuat pada masa itu. Sekarang, hal itu sangat mustahil untuk membuat scaling ke bawah sebanyak “100” x. Kami seperti diharuskan untuk mendesain game yang benar-benar berbeda satu dengan yang lainnya. Untuk high-end, dan untuk low-end. Itulah yang terjadi pada PC game. Dan itu tidak bisa, scaling ke atas 10x lebih rasional daripada scaling ke bawah 100x.
====================================


====================================
PCs are good for anything, just not games
====================================


====================================
DirectX 10 itu API yang bagus. Saat pertama kali Vista rilis, semua aplikasi berbasis DX10 itu berjalan lebih lambat daripada XP DX9, tapi memang itu yang diharapkan. Karena hardware-hardware itu diciptakan beberapa tahun sebelum Vista rilis dan ratusan engineer telah mengoptimalkan untuk DirectX 9. Dengan DirectX 10 ini, mereka seperti kembali start dari awal. Namun, di beberapa bulan ini kita telah melihat performa DX10 lambat laun mulai mengejar DX9 kok.
====================================


====================================
DX10 itu hanya perubahan kecil dari DX9 sebenarnya. Apa yang membuat DX9 tampak hebat adalah pixel shader dan vertex shader yang (sudah) matang. Kamu sebenarnya hanya mendapatkan tambahan kecil yaitu Geometry Shader dan beberapa teknik pendekatan lain. Hal ini TIDAK akan memberikan perubahan yang berarti pada kualitas grafis DX10 terhadap DX9. Perubahan terbesar itu masih saja ada pada DX7 dan DX8 menuju ke DX9.
====================================


====================================
Pada 2012, game-game itu akan berjalan di “software pipelines”. Beberapa developer mungkin masih develop dengan menggunakan DirectX, tapi pada saat itu juga DirectX hanya akan menjadi “software library”, … you know
====================================


====================================
Pada DirectX 8 yang lalu, kami menggunakan Pixomatic software rendering di Unreal Tournament 2003. Kamu bahkan bisa bermain sepenuhnya dengan software rendering yang diproses oleh CPU. Di CPU dengan quad core processor, hal ini akan lebih cepat daripada yang dirender oleh DirectX.
====================================


====================================
“DirectX 10 is the last relevant graphics API”
====================================


====================================
Rendering 3D itu sebenarnya bisa dilakukan oleh CPU selama kita mempunyai core yang cukup dan support akan vektorisasi. Dan sejauh ini sebenarnya GPU itu sudah semakin pintar, kemungkinan kamu bisa menulis “rendering engine” yang langsung diproses oleh GPU TANPA melewati Direct X ataupun grafis pipeline. Sebagai contoh, kamu bisa memrogram sebuah render engine dengan CUDA dan jalankan dengan Nvidia hardware, maka itu semua rasterization dari Direct X akan di-bypass
====================================

====================================
Microsoft writes the reference rasterizer, which is a factor of 100 slower than what you really need
====================================



Tim Sweeney

-








real time rendered dengan Unreal Engine 3


Sumber:
- TG Daily - Unreal creator Tim Sweeney: "PCs are good for anything, just not games”
- TG Daily - Tim Sweeney, Part 2: “DirectX 10 is the last relevant graphics API”
- TG Daily - Tim Sweeney, Part 3: Unreal Engine 4.0 aims at next-gen console war








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Last edited by becco; 11-04-08 at 17:07.
   
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11-04-08, 15:28

mantap, bung...!!!


I wanted to go together with you
On the road that you wished for
Even though I wanted to be by your side
You left me

Was everything my dreaming?

When love was still alive
The world was in our hands
Will we be able to meet again someday?
Until that day, I’m Alone

When love was still alive
The world seemed to be shining
Now we seem to be strangers
And I’m Alone
Here by myself, Alone...
...........................



   
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11-04-08, 15:30

Tim Sweeny pun akan bikin API sendiri kali ya
coba cek di UE4 ... tapi apakah dia bener2 capek dan mau bypass DirectX
yang kata dia cuma memperlambat "reasterazion" ide-ide gila sang kreator Unreal Engine, engine yang selalu laris manis








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11-04-08, 15:38

makin ditunggu kiprah gfx UE 3 pada game2 pc, utamanya di tahun ini...


I wanted to go together with you
On the road that you wished for
Even though I wanted to be by your side
You left me

Was everything my dreaming?

When love was still alive
The world was in our hands
Will we be able to meet again someday?
Until that day, I’m Alone

When love was still alive
The world seemed to be shining
Now we seem to be strangers
And I’m Alone
Here by myself, Alone...
...........................



   
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11-04-08, 15:39

Hidup Tim Sweeney!

LoL kok malah histeris
do'i punya pandangan bagus dengan engine-nya memang
balance antara kebutuhan CPU dan GPU
dan enggak cuma bikin CPU nganggur kaya' game "di kepulauan tropis" -seperti percuma saja punya high clocked Quad core-

serius mode, ternyata Tim juga gak suka akan kesenjangan PC game low-end, mid-end dan high-end
karena itulah yang bikin dia sulit mau mengembangkan PC Game








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11-04-08, 16:42

Tapi dia juga emang rencana pgn optimasi UE 4 buat konsol.. PC dikemanain..?



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11-04-08, 17:23

ternyata dia dongkol juga ama Vista
setelah do'i capek-capek mengembangkan fitur hardware sound acceleration di Unreal Engine 3
ini
Quote:
Originally Posted by Tim Sweeney
PCs will ship with a usable level of graphics functionality without having any sort of graphics hardware in the system. Your graphics hardware will be a VGA and a HDMI-out connector and that's about it. The same thing happened with sound. All the time, you had these high-end, ultra-expensive sound cards and different levels of sound acceleration. And then look at what happened when Vista arrived. Poof! It is 100% software based and with one operating system, all that hardware acceleration was gone.
LoL tenan

ampe EAX-nya Creative juga jadi nganggur di pisto








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11-04-08, 17:32

hmm... si TIm bukan fanatik win vista jg ya...
tp mau gimana lagi selama Dx10-Dx11 adanya di win vista saja...


I wanted to go together with you