Slashdot Mirror


Tim Sweeney Talks Unreal Engine 3

An anonymous reader writes "Following the recent unveiling of Epic's Unreal Engine 3, Beyond3D has interviewed Tim Sweeney of Epic about the next-gen videogame engine. The discussion is mainly about the 3D requirements, but they also touch on other technologies that are used or required: 'Off-the-shelf 32-bit Windows can only tractably access 2GB of user RAM per process. UT2003, which shipped in 2002, installed more than 2GB of data for the game, though at that time it was never all loaded into memory at once. It doesn't exactly take a leap of faith to see scenarios in 2005-2006 where a single game level or visible scene will require >2GB RAM at full detail.'"

21 of 42 comments (clear)

  1. Memory and Windows by ADRA · · Score: 2, Informative

    I thought that I read the memory addressing in 64bit windows was also set to 32bit addresses. Would this means that current 64bit windows binaries also limit this? It'd be pretty cheasy to have multiple processes with IPC's to fully load the games, or anything into memory.

    --
    Bye!
    1. Re:Memory and Windows by Foolhardy · · Score: 4, Informative

      Ummm, no. All pointers in 64 bit programs are 64 bit. The current amount of that address space devoted to user-process memory is 512TB. See this; it's about win64 on Itanium, but I'm sure AMD64 is the same.
      Perhaps you are thinking of PAE on 32-bit systems?
      Windows is fully capable of providing real 64-bit addressing. It even causes driver problems; you can't use 32 bit drivers in 64 bit Windows.
      Current versions of OSX, OTOH, can't. They use memory windowing similar to PAE.

  2. Well.... by El_Ge_Ex · · Score: 2, Funny

    It doesn't exactly take a leap of faith to see scenarios in 2005-2006 where a single game level or visible scene will require >2GB RAM at full detail.

    That might help explain DNF

    (ducks...)

  3. RAM Inefficiently Used by shadowcabbit · · Score: 4, Interesting

    UT2003, which shipped in 2002, installed more than 2GB of data for the game, though at that time it was never all loaded into memory at once.

    This makes sense. I was able to run UT2K3 without a problem, but after installing UT2K4 I've been playing less solely because the game is a bit jerkier, takes forever to load initially, and is less reliable (I get "hardware failures"). I have a suspicion that this is very much related to RAM usage. I'd love to see an accurate depiction of how detail settings affect RAM usage-- ie on such and such a detail level, you use X amount of RAM. How about a patch for the UI to optionally show this? I know it would be useful for about, oh, a thousand users tops, but knowing how much leeway I have in my detail settings would be a damn nifty thing to have.

    --
    "Why Subscribe?" Good question...
    1. Re:RAM Inefficiently Used by Vaevictis666 · · Score: 4, Informative
      How about using the console?

      From Planet Unreal,

      MEMSTAT - Displays Windows memory usage
      STAT ALL - Shows all stats
      STAT AUDIO - Shows audio stats
      STAT FPS - Displays your frames per second
      STAT GAME - Displays game stats
      STAT HARDWARE - Shows hardware stats
      STAT NET - Shows network game play stats
      STAT NONE - Turns off all stats
      STAT RENDER - Displays rendering statistics

      You probably want to use memstat. While in the game, hit the backquote key (often called the tilde key, ~) to bring down the console. Type in the command, hit enter.

      I tend to avoid stat all because it just crowds the screen, but stat fps is useful for determining the effects of display settings as well (for performance)

    2. Re:RAM Inefficiently Used by netfool · · Score: 4, Interesting
      If you have some time to waste and extra RAM, try installing UT on a Ram Disk.

      I did this with Quake 3 a couple years ago and it worked great. I didn't exactly see a huge gameplay performance increase, but the levels loaded instantly.

      --
      Left 4 Dead Gaming Group - http://www.l4dgg.com
  4. Tim Sweeney and... Unreal ZZT? by MiceHead · · Score: 2, Insightful

    Tim Sweeney will, in my mind, forever be linked to the wonderful ZZT. This interview, given some time before Unreal 2 is an interesting contrast to the one posted above. In particular, he talks about ease-of-creation:

    Hercules: You moved onto to other, bigger projects long ago. It must be good to know that the first thing you ever created is still used/played a lot. Does ZZT still cross your mind, sometimes?

    Tim Sweeney: Yes, one of the interesting things to do is contrast ZZT and Unreal, and look at how incredibly far we've come in graphics quality in that time. But also to see how little the industry has progressed -- or maybe even gone backwards in some respects... So, how will game development be 10 years from now? If levels take six months to build, and compiles take 5 hours each, and it costs $20 million to develop a game, then developing games won't be fun or even possible anymore.


    I'm a fan of creation tools that are accessible to anyone who can play the game. (Casual players who may not be technically inclined.) As a developer, I'm hoping that we will be among the first to offer something that lets even the most casual user plink around. As a player, I'm hoping that Sweeney has retained this philosophy, and that future Epic offerings let us build -- at least a little bit -- with the same ease that ZZT did.

  5. Who's gonna make that? by KDR_11k · · Score: 2, Interesting

    That's all nice and well, but who actually makes the content that fills up those 2GB? You'd need a pretty large team and several months or years to make that much stuff, if you need it per room it wouldn't surprise me if future games were as long as movies or had a level design like Halo or Metroid 1 (that is, you have room 1 ten times then room 2 ten times then a few room 1's and maybe a room 3 with a really big monster for a little variety).
    This is going to hurt gaming. We're already seeing shorter games and copied&pasted rooms simply because the effort to make those rooms is too high.
    I have a feeling that despite having lower sales, making a 2d game with a tiny team in a few months might actually have larger profit margins than top-end development.
    Also, as always, higher costs mean more need for the games to actually sell means publishers won't allow as many risky games to be made since taking a risk on one could blast ther entire company.

    --
    Justice is the sheep getting arrested while an impartial judge declares the vote void.
    1. Re:Who's gonna make that? by NanoGator · · Score: 5, Informative

      "That's all nice and well, but who actually makes the content that fills up those 2GB? You'd need a pretty large team and several months or years to make that much stuff..."

      2D and 3D artists make the content that fills that space. The thing to remember is that it isn't necessarily a linear relationship between how much arist time is needed and how much RAM is being taken up. Using 2x the texture size, for example, doesn't take twice as long to generate. A lot of time spent on making 3D art is in shrinking things down to meet the requirements.

      Check out this image I made here. (Note: That's not a game model.) *All* of the textures were originally generated at 3072^2 resolution. They were too high for my tiny gigabyte of RAM, so I had to knock them down to 2048^2. If I had started at 2048, it wouldn't have been much faster to generate them. The source imagery was big enough in either resolution, so short of the extra processing time it'd have taken, it would have been pretty much the same.

      The real time spent will be in making something more ambitious. Twice as long? I doubt it. Maybe one day when the game machine has specs that exceed the artist abilities, but we are generations away from that. The tools we have today are pretty darned cool, and they're only going to get better as each generation goes by.

      In short, these companies already have the talent *today* to put 2 gigs worth of content on the screen.

      --
      "Derp de derp."
    2. Re:Who's gonna make that? by Torgo's+Pizza · · Score: 2, Insightful

      Give an artist a number and he'll easily double it with content. I've never seen an artist have problems filling up space. The sort of problem will be solved. There's always a company out there that's will to make a content creation tool to help out. If you're seeing copied and pasted rooms, that's more due to a poor developer than due to a space limitation.

      You do raise some better points at the end of your post. A good 2D team could have a larger profit margin, if they're lucky to make any money at all. Doom 14 with a 1% margin will make more money overall than a no-name 2D game with a 10% margin just based on volume of sales. Publishers know this and are willing to go with the amount of money rather than the profit margin.

      Higher production costs is a big deal and is having an effect on the industry. The recent slate of studio closings is proof of this in my opinion. Smaller publishers, much like the smaller movie studios, are going to be the sources of innovation in the gaming industry.

    3. Re:Who's gonna make that? by Ford+Prefect · · Score: 2, Informative

      If you're seeing copied and pasted rooms, that's more due to a poor developer than due to a space limitation.

      I'm a single-player mapper for Half-Life in my spare time. Stuff I've done has been fairly well received. And I can tell people this - map design for single-player games is difficult. I can spend a week perfecting something that'll last the player ten seconds. A simple room can take days to build, and this in on the original Half-Life where a suitably textured cuboid can be just about anything.

      In a modern engine, the workload is increased enormously. You need 3D modellers to create the static meshes (which replace those textured cuboids of the past), texture artists to do the map-specific texturing (high-resolution now, and it can't all be photo-sourced), voice actors for the map-specific dialogue. There's scripting (which needs to be tested for all possible routes and combinations of routes - non-linearity's the thing!), there's map geometry, there's programming, there's playtesting, there's tuning...

      And it all has to come together into a cohesive whole - and judging by some of the game demos I've played recently, it often isn't. Copied and pasted rooms imply that the game designers are concentrating on the wrong area of the game - graphics might be lovely, but if the map design stinks, the game's in danger.

      --
      Tedious Bloggy Stuff - hooray?
  6. Re:Bah, I can't resist. by 88NoSoup4U88 · · Score: 2, Interesting
    One of the interesting things from Counter-strike : Condition Zero, is that you can play the game straight from CD ; it installs and plays in memory, and does that without a hitch.

    Taken the HL engine is highly outdated, it was still very funny for me to see.

  7. Re:Technology goes forward... by trompete · · Score: 2, Insightful

    Yeah. UT2004 at least had vehicles, but I've been using those on Battlefield 1942 for almost two years now. Show me new gameplay, and I'll consider buying one of the new games. I'm just sick of the same old FPS crap. Deathmatch is dead.

    I bet Epic and ID Software are making these new engines just to license them to other companies.

  8. well, uh... by metalmario · · Score: 2, Funny

    will the AI be still as dum as today? scripted and all that boring stuff? all those MiBs go to graphics ?

  9. Re:Technology goes forward... by mahdi13 · · Score: 4, Insightful
    I bet Epic and ID Software are making these new engines just to license them to other companies.
    Is that really a bad thing? Some of the best FPS games are from these licensed technologies from id and Unreal

    the Quake3 engine gave us Return to Castle Wolfenstein and Jedi Knight 2: Jedi Outcast
    The Unreal engine gave us Deus Ex and America's Army

    We all know that even if Doom 3 sucks as a game, the engine will licensed and used in an even better game
    --
    "Some things have to be believed to be seen." - Ralph Hodgson
  10. Re:Technology goes forward... by recursiv · · Score: 3, Insightful

    Given certain constraints, the more complicated the rules that govern a FPS, the more depth it can have. You could try totally non-sensical rules, such as:
    "If you enter water while strafing, your movement speed while you are in the water will be 300% normal"
    but that's not usually very much fun because people can't relate to it. More realistic physics allow more fine-tuning of strategy with a minimum of annoyance incurred by adding more rules, since it's an approximation of what people are already familiar with.

    --
    I used to bulls-eye womp-rats in my pants
  11. Hey Tim! by superultra · · Score: 4, Funny

    -cough-96k-cough-

  12. Re:OSS Engines? by shadwwulf · · Score: 3, Informative

    Crystal Space fits the bill in my opinion.

    It is being used for a couple of commercial level games from what I understand.

  13. Intense by zaphodchak · · Score: 2, Funny

    Holy crap. Actually, i have to clean out my case. My MX440 SE (PCI) just wet itself. I've heard talk that U3 will want 1 gig of VRAM for full detail, which needless to say, doesn't really exist (for mortal consumers) yet.

  14. Re:Technology goes forward... by AuMatar · · Score: 3, Insightful

    Realistic physics makes sense in some games, where photorealism is a goal. But realistic physics is a loss for most games.

    Think of the great games of the past. Donkey Kong- realistic physics? Nope. Good game? Yup. Mario- realistic physics? Nope. Good game? Yup. Zelda- same. Even other genres of games: Street Fighter 2, NBA Jams, etc. None featured realistic physics, but all were great games.

    Realistic physics is a crutch "feature" that developers claim do to the current realism push. Its the same thing that makes them claim 1st person and 3D are better because "its more realistic", when truthfully most games would be better without them. The truth is that it makes all games indistinguishable- you can play any FPS of the last 5 years and have a hard time telling them apart. Its why the industry is in a rut right now- gameplay has been ignored at the expense of "realism" and graphics.

    --
    I still have more fans than freaks. WTF is wrong with you people?
  15. Re:OSS Engines? by Moonshadow · · Score: 3, Informative

    Another good one is Ogre. It's purely a rendering engine, which lets you choose your collision/sound/networking/whatever else libraries, but there are a few engine frameworks springing up around it. It's fast, very clean, and capable of a lot of current generation effects (well, it has full shader support, so I guess it supports most anything you can code a shader for). If C# is your flavor, Ogre has a cousin called Axiom that is just as functional. Axiom is intended to be a game engine, but is very much in its infancy, so there isn't too much besides (rock solid) rendering in place there yet. Still, though, both are very clean and excellently designed, and are both well worth a look.