Newsgroup: it.comp.giochi.action
Titolo: Futura patch per Shift2

Fonte:
http://www.nogripracing.com/forum/showthread.php?t=248847
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Hi,
My name is Martin Griffiths and I'm PC Lead on SHIFT 2 Unleashed. I'm
going to use this post to give you some background on our engine and
what's coming up in the first patch.
SHIFT 2 has a completely new engine which is a deferred, light pre-
pass renderer. A basic overview of this rendering method can be found
at 
http://en.wikipedia.org/wiki/Deferred_shading
 .
Our deferred renderer is far from basic though - the rendering team at
SMS has about 100 man years of render coding between us, and we used
the most advanced techniques that are known at this time. We did our
best - so it's sometimes disappointing after so many late nights to
see flippant remarks, over constructive criticism.
So, this new engine allowed us to do cool things such as the night
racing that would have been very difficult with an old style forward
renderer. With deferred rendering the lighting stage is separate from
the geometry stage(s) and hardware anti-aliasing like MSAA in a basic
form won't produce correct results. Solutions to allow us to anti-
alias had to be found - we came up with two methods to balance AA
processing cost/quality over a wide range of PCs. A very large amount
of time was spent on this and while some other developers just choose
to do a post-pass edge detection filter we weren't satisfied with
that, the 'HIGH" method for example was 3 months of R&D.
There are lots of 'tips' about overriding the AA mode - doing this
will produce problems with lighting at edges and will also break other
lighting components like Bloom, giving a visual look that we didn't
intend. If you prefer the look with a driver over-ride then we've no
problem with that - but the graphics team wanted a consistent look and
feel, to do the many artists who created the tracks and cars justice.
There has been some confusion that our anti-aliasing uses the CPU - it
does not. In the graphics options the 'Normal' mode uses MSAA with a
special sampling trick to produce correct results at triangle edges -
the 'HIGH' method extends this with a depth based search which
requires a GPU with high bandwidth because the shaders are sampling
many depth pixels for each pixel in the scene. Any performance issue
on particular hardware is down to the characteristics of that GPU -
there isn't anything we can do about this without a driver update.
To better balance very high-end CPUs the patch will include a 3rd anti-
aliasing method which is CPU based - MLAA. We are working with Intel
R&D to add this. On quad-core (and above) systems this will allow AA
without any GPU cost and little impact to the frame rate to what you
see when running with AA turned off currently. This will also help AMD
based quad-core too.
Some people have noted that the game doesn't scale well with SLI/
Crossfire - SLI performance scaling doesn't just automagically happen,
it requires quite close collaboration with the GPU makers. We've been
in regularly contact with NVidia and ATI throughout the development of
the game, with their performance teams feeding back on any areas where
we could improve, pooling our expertise with theirs. About 6 weeks of
programmer time was spent pre-shipping on SLI/Crossfire scaling - we
needed another 4 weeks since we went gold because of the complexity of
implementing this in such a large engine. Both GPU makers have devoted
a lot of time to some complex issues.
So yes, the upcoming patch includes SLI/Crossfire scaling. To give you
an example a GTX 295 will go from 48fps to nearly 70fps in 1080p. Also
the rendering team found some further optimizations so that normal
(non SLI) graphics performances should be 5-10% faster with the patch.
Input lag - we've solved the latency issues reported using some
wheels. There was a dead-zone issue and a threading problem introduced
very late in development that have been fixed.
Garage screen crashes/CTDs - a fast button press issue that wasn't
seen during development is also fixed in the patch.
A black screen issue on starting a race requiring a pause/unpause to
fix is also addressed. This was caused by a timing difference with the
protection system.
NVision - some reverse/double stereo issues with the mirrors and
environment maps have been addressed in the patch. NVidia very kindly
provided us with more hardware for the render team to address this -
Kudos to them for that.
There are also some more minor fixes in the patch - the above
represent the vast majority. If you have any specific questions,
please feel free to ask in this thread and I'll do my best to reply.
Regards,
Griff
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In sintesi:
- risolto input lag con alcuni volanti;
- aggiunto supporto multi-GPU sia verde che rosso;
- 5/10% incremento prestazionale su singola GPU;
- nuovo antialiasing MLAA che pesa sulla CPU (sviluppato con la
collaborazione Intel) con zero impatto a livello performance su CPU
quad core o superiori che libera la GPU;
- crash fix più varie ed eventuali.

 
http://www.nogripracing.com/forum/showthread.php?t=248847
Ah, si parla di fine aprile come possibile data di uscita.

 wrote:
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E qui parla anche del dettaglio grafico:
In the graphic options - 'medium' for 'Car Detail' is the same as the
PS3 and Xbox 360 as a level of detail for opponent cars. At the 'high
car detail' all other AI cars get 2x detail/triangles compared to
console. Textures were authored 2x higher than the consoles and PC
high detail uses this. Environment maps and shadows are also twice the
resolution in high detail. Draw distance for track/car LOD scaling are
higher, procedural grass distance and particle numbers and texture
anisotropy superior. High-end anti-aliasing too.


Il bello di giocarli sempre a distanza di molti mesi dalla data di uscita!

 going to use
Rotfl, sembra uno spot dell'anonima alcolisti

Solid ha usato la sua tastiera per scrivere :

e io continuo a leggere Martin Griffin