AMD haastatteli DICE:n grafiikkakoodari Johan "repi" Anderssonia, kysellen mitä uutta DirectX 11 -ohjelmointirajapinta tuo, mitä vaikutuksia sillä on pelaamiseen ja mitä ongelmia se ratkaisee pelikehittäjän näkökulmasta. Artikkelissa käsitellään myös miten DICE:n uusi pelimoottori Frostbite 2 käyttää DirectX 11:ta. Haastattelu on melko teknistä tekstiä, mutta sisältää mielenkiintoisia juttuja teknologiasta ja sen tulevaisuudesta.
Lue haastattelu
What is OIT, why is "OIT" a big deal for you guys, and does DirectX 11 give you
a solution to the problem?
OIT ("order-independent transparency") is a solution to an age old problem in
real-time graphics: How to render transparent surfaces and have them be
correctly sorted against each other to look right. This is a very difficult
problem to solve efficiently, and it has limited the way we create content in
games where we have to be very restrictive of how we use transparent
surfaces and how they interact with each other.
Now with DirectX 11 it has finally become possible to implement correct
order-independent rendering of transparent surfaces (OIT). By taking
advantage of that, pixel shaders can do atomic operations and scattered
writes out into memory to collect multiple "layers" of the transparent
surfaces. These layers are then sorted and correctly blended together using a
compute shader.
We are interested in the possibilities that this opens up for us, where our
artists can create content in totally new ways that was next to impossible
before. For example having glass objects scattered around and inside glass
buildings or having particle effects in-between windows of vehicles & buildings
without getting sorting issues or rendering artifacts.
Although, as many of our games are competitive online games, we also must
be very careful here as it wouldn't be fair if a person with a DX11 card gets to
see through glass buildings while someone with a DX10 card cannot. That
would not be lead to good balanced game play.
a solution to the problem?
OIT ("order-independent transparency") is a solution to an age old problem in
real-time graphics: How to render transparent surfaces and have them be
correctly sorted against each other to look right. This is a very difficult
problem to solve efficiently, and it has limited the way we create content in
games where we have to be very restrictive of how we use transparent
surfaces and how they interact with each other.
Now with DirectX 11 it has finally become possible to implement correct
order-independent rendering of transparent surfaces (OIT). By taking
advantage of that, pixel shaders can do atomic operations and scattered
writes out into memory to collect multiple "layers" of the transparent
surfaces. These layers are then sorted and correctly blended together using a
compute shader.
We are interested in the possibilities that this opens up for us, where our
artists can create content in totally new ways that was next to impossible
before. For example having glass objects scattered around and inside glass
buildings or having particle effects in-between windows of vehicles & buildings
without getting sorting issues or rendering artifacts.
Although, as many of our games are competitive online games, we also must
be very careful here as it wouldn't be fair if a person with a DX11 card gets to
see through glass buildings while someone with a DX10 card cannot. That
would not be lead to good balanced game play.
Lue haastattelu
MAINOS
MAINOS
1
17.01.2010 14:00
#1
Mutta olen itse huomannu, että säännöllinen gamerpc syö viimisetkin rahat, kun kaikkee muutakin oheislaitetta löytyy. :D
17.01.2010 14:35
#2
Itse taidan painaa vielä ainakin vuoden "vanhalla" 8800 GT:llä.
Team: -Pelit-
17.01.2010 15:01
#3
Mielestäni uutisen suomenkieliseen osuuteen olisi voinut summata haastattelun pääkohdat.
Yritän olla vähemmän laiska ensikerralla, mutta tämä oli ehkä sellainen aihe, joka kiinnostaa vain asiaan muutenkin perehtyneitä, jotka varmaan lukevat mielellään muutenkin koko haastattelun.
17.01.2010 17:55
#4
Team: -Pelit-
17.01.2010 19:15
#5
ja tietenkin voidaan korjata asia, että BC2 ei käytä frostbite 2 engineä, vaan 1.x versiota jossa on dx11 lisäykset. FB2 engi tulee käyttöön vasta bf3 pelissä.
Totta, taisin sekoittaa kun destructionista muistaakseni puhuttiin joskus jossain 2.0:na.
17.01.2010 21:23
#6
19.01.2010 15:15
#7
Joo, lisää karkkia peliin tosiaan. Varmasti he iloitsevat, joilla on rahaa. ;)
Mutta olen itse huomannu, että säännöllinen gamerpc syö viimisetkin rahat, kun kaikkee muutakin oheislaitetta löytyy. :D
Ei ainakaan ite näytönohjaimet ole hirvittävänhintasia jos minäki moisen MSI:n tekeleen 160e hintaan hankin
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