Slashdot Mirror


Doom 3 Programmer on OGG, Ultra, 60FPS Play

Cryect writes "Appears that Doom 3 is making use of Ogg Vorbis to reduce memory usage for sounds. This comes from id programmer Robert Duffy's latest plan update where he says: 'When we started on memory optimization, most levels used between 80 and 100 megabytes of sound data. We made the choice to move to .OGG for quite a few sounds which effectively removed the problem for us.'" Duffy also comments on texture usage in 'Ultra' mode ("In Ultra quality, we load each texture; diffuse, specular, normal map at full resolution with no compression. In a typical DOOM 3 level, this can hover around a whopping 500MB of texture data") and framerate ("The game is capped at 60fps for normal game play. For render demos, like what was used for the HardOCP stuff, we run those at full tilt which is why you will see 60fps.")

19 of 66 comments (clear)

  1. Cool by I_Love_Pocky! · · Score: 3, Interesting

    Does anyone know of any other high profile games using Ogg?

    1. Re:Cool by Senjutsu · · Score: 4, Informative

      The Unreal Tournaments, I believe.

    2. Re:Cool by MC+Negro · · Score: 5, Informative

      The Unreal Tournaments, I believe.
      You would be correct.

      From Vorbis website --
      I'm a developer. Why should I be interested?

      Epic Games (the makers of Unreal Tournament, et. al.) have used Vorbis in their games ever since releasing Unreal Tournament 2003 to compress game music without having per-game license fees sap profits from every game sold. Vorbis saves developers money by avoiding patent-license fees.

      Epic isn't alone; other Vorbis users include:

      * Crystal Dynamics (Soul Reaver 2, Blood Omen 2)
      * Croteam (Serious Sam: The Second Encounter)
      * Pyrogon (Candy Cruncher)
      * PopCap Games (Alchemy)
      * EA Games (Harry Potter and the Chamber of Secrets)
      --
      "You and your third dimension."
    3. Re:Cool by Kyouryuu · · Score: 2, Interesting

      What's also remarkable is when you check out the size of some of Unreal Tournament 2003/2004's OGG files. Some are scarcely larger than a meg, but hold over 3 minutes of CD-quality music.

  2. Wouldn't this add to the processor usage? by bergeron76 · · Score: 2, Interesting

    If I'm not mistaken, doesn't this just shift the burden to the processor by adding more decoding time to it in exchange for memory savings?

    --
    Don't think that a small group of dedicated individuals can't change the world. It's the only thing that ever has.
    1. Re:Wouldn't this add to the processor usage? by AuMatar · · Score: 4, Insightful

      Note the 500 MB of memory for textures. They need memory badly. Bumping the CPU speed slightly probably makes for better minimum specs tan going over 500MB of ram.

      --
      I still have more fans than freaks. WTF is wrong with you people?
    2. Re:Wouldn't this add to the processor usage? by oskillator · · Score: 3, Informative
      If I'm not mistaken, doesn't this just shift the burden to the processor by adding more decoding time to it in exchange for memory savings?

      You are correct. Shifting the burden from a resource that can't handle a load to a resource that can is a big part of optimization

    3. Re:Wouldn't this add to the processor usage? by HFXPro · · Score: 2, Informative

      With processors being as fast as they are now, it is actually more adventageous to do extra processing on the processor then to have to fetch stuff from RAM. I don't know about sound, but I know in graphics rendering sometimes you will go for an effect that requires more processing time if it will save you from having to access memory. At one time it was the other way around, you didn't care how large the data was in memory (within limit of course) so long as it was simpler and easier to process.

      --
      Reserved Word.
    4. Re:Wouldn't this add to the processor usage? by S.+Traaken · · Score: 2, Interesting

      Interestingly, it still works both ways :) For example, BSP trees aren't a particularly space efficient way to store level maps, but they make drawing them (or at least culling parts of them) much faster.

  3. Ogg is great for gaming by BillyBlaze · · Score: 5, Informative

    The Vorbis format really is a godsend for gamers, because in the game programming world, the roadblocks which otherwise hinder it are gone. For one, the no license fee argument becomes applicable - Vorbis doesn't help portable player makers much, because they have to support MP3 and WMA anyway. But since the consumer doesn't care what format game audio is in, programmers can go for a cheap (BSD licensed), easy (good APIs), and very good (high quality) solution without worrying about making the game less useful. Many games already use Ogg Vorbis, like UT2003/4 - here's a complete list. (Well, it would be there, if the Wiki was up.)

  4. Here's a Related Question by Ieshan · · Score: 4, Interesting

    Here's the question: Why don't game developers take care to run the game on a certain number of de-optimized systems and then release demos with those configurations as well?

    I mean, I think it would be nice to see exactly what the game looks like on the Min specs, and if recent games have proven anything, it ought to look incredible.

    I ran the UT2004 demo at what must have been hovering near the recommended mark (practically all the special spiffies were turned off), and the graphics still blew me away.

    If anything, this might convince me to buy the game or to upgrade hardware to "release" level, and it would also give people a *real* taste of what the game will look like.

    1. Re:Here's a Related Question by 88NoSoup4U88 · · Score: 3, Insightful
      I think it would cause too much confusion : When people are blurring over reviews on sites : they don't tend to read all of the article, but skim over the screenies.

      Other than that, i think, as a developer, you would want the presentation of your product to be shown at its best. I do get your point, but I think demo's do quite a good , ifnot better job at determining if your rig is going to pull the game.

  5. Re:What hardware? by TheLoneDanger · · Score: 2, Funny

    By asking for specs, you imply that there is some sort of limit to the lengths you are willing to go to obtain 60 fps at full settings. This is simply unacceptable!

    Frame Rate before food!

    --

    "But I trust in the people's capacity for reflection, rage and rebellion." -Oscar Olivera
  6. Re:SLI? by idiot900 · · Score: 3, Insightful

    Would SLI of (2)256MB GPUs be sufficient to meet the 512MB requirement?

    I'm no graphics programmer, but I'd suspect that no, it wouldn't, because both GPUs would be rendering the same scene, and thus both would need the same textures (and whatever other kinds of maps).

    Well, if one GPU renders the top half of the frame and the other the bottom, you might be able to buy a little bit of savings (think floor vs ceiling textures). But I don't expect that to have too much effect.

  7. Re:SLI? by Pyromage · · Score: 2, Informative

    The best example is probably in the old Voodoo2 SLI setup, because it had partitioned memory. The texture memory had the same contents on both cards; what was duplicated was the frame buffer. Back then, the frame buffer was big. Since it's more textures now, SLI probably won't do much, if anything. It could conceivably make it worse, due to overhead. I doubt that last, though.

  8. More Related Questions by Anonymous Coward · · Score: 2, Insightful

    I ran the UT2004 demo at what must have been hovering near the recommended mark (practically all the special spiffies were turned off), and the graphics still blew me away.


    This is completley true for me as well. I almost felt like I was getting something for free.

    Questions...

    Is it just me or are the developers of UT2004 not getting enough critical and community thanks for making a game that runs so well on crappy systems? I could be totally wrong, but it doesn't seem like they are. Methinks it's just easier for some folks to complain when it *doesn't* work ;)

    Next-gen games that run well (or in the case of UT2k4, excellent) on low to mid-range systems would be a welcome paradigm shift and would go a long way to extend the lifespan and relevance of PC gaming. Was that a specific goal of UT2K4's desiginers? If so, how hard is it to implement?

    It *seems* like programming for next gen games would be harder for the bleeding edge systems because alot of assumptions about the hardware and drivers have to be made at the very beginning....wheras the crappy hardware in my computer is available for your perusal RIGHT NOW!

    Someone enlighten me?

  9. Capped at 60 fps by zz99 · · Score: 3, Informative

    "The game is capped at 60fps for normal game play. For render demos, like what was used for the HardOCP stuff, we run those at full tilt which is why you will see 60fps."

    This quote made no sense to me until I did RTFA, and realized that it was faulty. What really was written in the article was:
    "...which is why you will see > 60fps."

  10. Re:What hardware? by KDR_11k · · Score: 2, Informative

    I read a review in a magazine that listed an Alienware with a P4 3.0GHz, 1GB RAM DDR400 and a Geforce 6800GT, which ran the game at 1600x1200 with high details (that's one notch below ultra, only difference being the usage of compressed textures, so it's full settings if you don't count texture compression) at 40-60FPS. They didn't say anything about AA or AF settings.

    --
    Justice is the sheep getting arrested while an impartial judge declares the vote void.
  11. Re:Container format = Stupid by 13Echo · · Score: 2, Informative

    MOV is a container. It "contains" the metadata for the codecs (in addition to other information) and also contains the audio and video streams. It's possible to have a MOV file with only audio. Ogg is also a container. The audio in the Ogg file is called Vorbis. OGG containers can include video as well, which will most commonly be Theora based (off of the VP3 format) in addition to the Vorbis audio. OGM files are also containers, that typically have Divx video and Vorbis for audio (instead of the norm of MP3 for the audio portion).

    WAV should not be classified as the same sort of thing. It is not a container. it is not compressed. It's essentially a (slightly modified) raw PCM bitstream.