engines going back to “software” renderers

Miscellaneous Forums/General Discussion/engines going back to “software” renderers

Just read an article about a game that came out in 1999 called Outcast.

"I think that, somewhat ironically, we might be seeing engines going back to “software” renderers. CPU core numbers are creeping up, and raytracing for instance can be rather easily parallelized (well…)"

Now thats really saying something....not sure I agree...but makes an interesting read. Outcast showed some real promise back in the day. The screen dumps say it all!

What do you ppl think?

Well, with 240 cores in top of the line GPU's already I expect they'll still stay ahead of CPU's for some time to come. There's still a usefulness in specialized hardware.

Currently CPUs are far slower than GPUs when it comes down to raw floating point calculations (which 3D rendering uses obviously) - modern video cards are pushing the "terraflop" limit (1000 GHz combined processing capability), while a current super high end overclocked supercooled CPU would be at the most 4 x 4.0 GHz (16 gigaflops).

Keep in mind that modern video cards are basically massively-multi-core CPUs with a somewhat specialized instruction set. For example my video card has about 200 cores running at a few GHz (not sure exactly the numbers). It's fully programmable - in fact some scientists and researchers are using modern video cards as miniature (cheap) supercomputers, because they're so incredibly fast at what they do.

I know that Intel is working on a new architecture which they hope will be able to compete with GPUs, but currently CPUs simply aren't nearly powerful enough to do high end 3D rendering. I'd love to think this wasn't true (since you could have so much control over rendering!), but unfortunately we're "stuck" with video cards for at least a few more years (not that that's a bad thing really - DirectX 9+ is an excellent 3D API IMO and is extremely powerful and surprisingly easy to use).

There better be! :) Long live Blitz!

Outcast still looks great, I was playing it 6 months ago. (It was a pain to get it to work in XP)

Dos game?

Did u have sound issues?

Win98
Sounds are fine

Though if you want to play it on XP, you will need 3 patches and a program to slowdown your cpu.

http://en.wikipedia.org/wiki/Outcast_(game)#Playing_Outcast_today

Here's all the info you need.

Ahhh!


So, would that be fixed back in the day with something like delta timing ...we use here?

I love outcast. I would recommend it to anyone. I have played and completed it 3 times since its release. I would recommend trying to get the original big box though and not the small dvd case style re-release one.

I loved outcast

At the time there was a whole slew of games that where going the "3d Pixel"/ Voxel route.

However EVEN the writers of outcast had switched to Trits for the now sadly cancalled Outcast 2

Am I really the only one who thought that Outcast looked fuggly even when it was newly released? Nasty, blocky, dirty looking voxels.




I think it's a lot more than nasty, blocky, dirty looking voxels.

looks very good, i didnt think voxels could look that good,

"I think that, somewhat ironically, we might be seeing engines going back to “software” renderers. CPU core numbers are creeping up, and raytracing for instance can be rather easily parallelized (well…)"

I think that this line is actually blurring. It's a statement which made sense at the time, where GPU's were dedicated to specific tasks and the CPU handled everything else. Now that you can freely code with tools such as Cuda (and more yet to come) you can do the very same things which in the past would have been done on the CPU with the GPU. So you can either resort to standard solutions or code your own, depending on the level of R&D that the developer wants to commit to the project.

At the moment, Intel speculation about the superiority of their future architecture against nVidia looks like a panicked response after Cuda showed to be able to take over the supercomputer market (which, at a fraction of the cost, covers the processing power provided by Intel). Simply put, from Intel's speakings it looks like they want to completely cut ATI and nVidia out of the market, as it seems like they have took this issue as a "we or them" matter. Still, if Intel manages to handle with ease certain GPU specific tasks, this line would be even more blurred, and I can't see ATI and nVidia engineers simply disappear from the scene either way.

looks very good, i didnt think voxels could look that good,

Outcast was very complex and mixed various technologies. Terrain was voxel based, buildings and characters were 3D models, characters had bone animation, water was a vertex matrix which interacted with the player, and areas were really big. The AI was fairly good too, as it was a stealth game among other things.

Sadly, as much as I wanted to like it, I always though that the storyline was dull and the frequent dialogues futile (which isn't uncommon on todays games too, but it detracted too much from the otherwise excellent atmosphere).

Outcast was a beautiful game. I played it right through to the end last year, and it was still great. I never finished it first time round, so it was great to finally find out how it ended.

Back on the topic, GPUs are getting more and more abstracted, so it'll eventually become only a matter of pedantry whether a 3d engine is 'software' or 'hardware'.

Back on the topic, GPUs are getting more and more abstracted, so it'll eventually become only a matter of pedantry whether a 3d engine is 'software' or 'hardware'.

That wraps up exactly what I meant in the last post. :)

I completed it back in the day, it wasn't that fast on my 233Mhz PC at the time.