Rendering a Frame of Deus Ex: Human Revolution
An anonymous reader writes "Video games are among the most computationally intensive applications. The amount of calculation achieved in a few milliseconds can sometimes be mind-blowing. This post about the breakdown of a frame rendering in Deus Ex: Human Revolution takes us through the different steps of the process. It explains in detail the rendering passes involved, the techniques as well as the algorithms processed by a computer — 60 times per second."
Games are all about the rendering, man, the rendering!
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No multiplayer, yet critics praise the game's social interaction. Critics are on crack, and they pay for that crack with good reviews, the shameless whores.
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+1, best GNAA troll in weeks. love what you've done with it.
The page is particularly annoying, especially the frame autoplay which gives strictly no control to the viewer to shorten the delay between the rendering stage... Too bad a website fails to pass its message due to a piss poor implementation...
Let's outsource the boss fights.
Didn't know it takes that much to render the inside of vents.
That game was played by finding vents and going through them.
The police station mission was cool but the rest, vents, and more vents.
The best part? All that rendering and the game still looks like shit. Probably has to due with too much brown and too many objects (like the weapon) being bland metallic round.
Over 500 draw calls per frame. I've only ever tinkered in basic OpenGL stuff, but does that seem like an awful lot to anyone else? I was always told to reduce draw calls and to use the newer OpenGL features as they were able to batch commands on thousands of vectors, etc. (or are we talking about different types of draw calls?)
Especially as a lot of the work is done in shaders and shared between passes according to the article?
Wonder what kind of texture etc. bandwidth that's pushing.
Video games are among the most computationally intensive applications.
On a desktop machine. I would say you earn the "amont the most computationally intensive" badge if your calculation needs 2048 cores or so to become practical.
I almost never run anything at 60fps. Saying you need it that fast is like saying you need gold plated ethernet cables to connect your stereo components or you can hear distortion.
Video games are among the most computationally intensive applications
This is a joke right? Simulating fluid dynamics, simulating weather patterns, finding large primes, factoring primes, etc. are all far more computationally intensive. And that isn't even close to an exhaustive list. Rendering a video game is kiddy stuff in comparison.
Poor guy will get another beating.
I love reading this stuff. I remember, back in the days of Amigas and Atari STs where I cut my 3D-programming teeth, it was a struggle simply to render each pixel of the frame buffer once, even at a juddery 10fps. Shadow maps! Bloom effects! Even the supercomputers couldn't do this stuff in my day, or would take hours of rendering time. A little bit sad that I left this world just as computer power started to make it interesting. Mind you, I think the most impressive 3D game of all time, in terms of getting the maximum from the minimum hardware, is still Revs for the BBC Micro. How Geoff managed to get that little old machine to render solid 3D I do not know.
Back in my day, emacs contained systemd, or at least all of its useful functionality.
Now, Get The Fuck Off My Linux, systemd!
Indeed, a fine candidate for the GNAA. Great article though - a rare event on slashdot. It should be taken more seriously.
-jcr
Pretty amazing, Really. But why does it still look worse then a modded eldersign? Now that is so impressing shit. Also, who stole all the colors? The death of PC gaming was herald by brown and tan in every game.