Re: Dead Rising on Xbox 360: think you could domore zombies?
"Derrick Owens" <[email protected]>
| Newsgroups | gmane.games.devel.sweng |
|---|---|
| Message-ID | <FFBFF810597242D7AEED454DB9F79F27@derrick> |
Yup. There was a Gamefest talk about how they rendered that amount of zombies. They used Precompiled Command Buffers using Vertex Shader Contant buffers instead of CPU Fixups. Addtionally, they advised against vfetch because it impacts texture cache performance. -----Original Message----- From: [email protected] [mailto:[email protected]] On Behalf Of Gregory Junker Sent: 24 April 2010 06:09 To: [email protected] Subject: Re: [Sweng-Gamedev] Dead Rising on Xbox 360: think you could domore zombies? Every session I went to at GameFest or GDC where someone was talking about 360 performance, the mantra was "render more". From what I could tell from listening to the MS engineers who had analyzed actual 360 app performance, a lot of rendering power was left on the table for most titles. So given that the 360 is essentially DX 9.5, I would venture to guess (and am prepared to be completely wrong) that DX instancing is a likely choice -- you really *can* render a ton of stuff at impressive framerates with that simple technique. $0.02 Greg -----Original Message----- From: [email protected] [mailto:[email protected]] On Behalf Of Richard Sent: Friday, April 23, 2010 7:06 PM To: [email protected] Subject: [Sweng-Gamedev] Dead Rising on Xbox 360: think you could do more zombies? OK, I've been playing lots of Dead Rising lately since it was only $20 downloaded from Xbox Live. Apparently this game uses its own engine called "MT Framework". Now, I hadn't thought about it from a gamedev perspective before, but crowds of zombies *is* something that will max out any GPU, given enough zombies. (Of course this isn't specific to zombies, its just the situation at hand in a zombie game.) While playing the game its obvious that they're using some kind of instancing as there are a certain number of distinct zombie types that are repeated to make up a crowd. According to [1], Dead Rising 2 will have up to 6,000 on-screen zombies. That's significantly more than appear on-screen in Dead Rising, so obviously the team has improved/reworked their engine to handle more zombies. Suppose we assume Direct3D 11 level hardware for the purposes of the conversation. Obviously instancing is going to be important and it seems the crowd technique discussed in GPU Gems 3 (see the "Skinned Instancing" demo in the NVidia SDK 10) would be applicable here. In Dead Rising, there doesn't appear to be per-zombie LODs, just distance based culling of chunks of the zombie crowd. (This becomes obvious when navigating the park between the mall plazas, you can see chunks of the crowd pop into view.) Would you use per-instance LODs? Would you use imposters/billboards for distant zombies? I'd be interested in hearing thoughts from the list. [1] http://www.1up.com/do/newsStory?cId=3173505 -- "The Direct3D Graphics Pipeline" -- DirectX 9 draft available for download <http://legalizeadulthood.wordpress.com/the-direct3d-graphics-pipeline/> Legalize Adulthood! <http://legalizeadulthood.wordpress.com> _______________________________________________ Sweng-Gamedev mailing list [email protected] http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com _______________________________________________ Sweng-Gamedev mailing list [email protected] http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com _______________________________________________ Sweng-Gamedev mailing list [email protected] http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com