Legal essa entrevista que fizeram com um tiuzinhu da ATI.......
ele era funcionario da nVidia mas trocou de time........
cheio de informações interessantes.......
http://slike.slo-tech.com/masses/index.html
Slo-Tech: Could you tell us what are perhaps 3 most common mistakes that game developers are making and how they affect performance or visual quality?
Richard Huddy: First of all, nine out of ten games under-use the graphics card. That's amazing, and it's been true for the last three or four years. With the future generations of graphics hardware that I've been talking about in response to the last question the situation will be corrected. Then it suddenly becomes easier to use the power of the hardware because the hardware, the artist and the programmer all 'think' in the same terms.
Secondly not enough games take advantage of the power of the shaders which are available now. We're still having to work hard to push games developers to move from writing pixel shader assembler to HLSL (Microsoft's High Level Shading Language which is new to DirectX 9) or GL2 (which is OpenGL's high level shading language).
And thirdly almost every games developer I know drinks too much caffeine and works too many hours in the ordinary working day. We need to work smarter not harder. Using the high level shading languages are a major part of this, but generally the life of a games developer is pretty tough.
==============================================
Slo-Tech: Games are obviously quite far behind graphics cards technology. How do you think will Doom 3 affect this considering that it looks like there will be graphics cards capable of running it in 100 fps range when the game ships?
Richard Huddy: Doom 3 won't require anything more than DX8 class hardware to run the game, and while there's no doubt that it'll be a tremendous game a great success there are several other games that I'm also looking forward to this year. Top of my list are Half Life 2 from Valve, and Far Cry from Crytek. Both look amazingly good and they take the outdoor games engines to a whole new level.
And Doom3 will still not run at 100's of frames a second if you crank up the anti-aliasing settings, enable anisotropic texture filtering and run at the highest resolutions. We still have plenty more raw power to deliver to make that happen.
==============================================
Slo-Tech: How do you think will DirectX and OpenGL continue to evolve in next couple of years? What are they still missing and how fast will they improve?
Richard Huddy: Right now both API's have integrated the shader programming model and both are moving to high level languages. The shaders will continue to become more powerful over the next few years - because it's obvious that we need more power. But by the time 5 years is up we should see several new programming technologies in place. Graphics programmers should be freely manipulating subdivision surfaces, generalised displacement maps and global illumination. It should also be possible to perform Radiosity lighting entirely in the graphics chip at that time too. All at high frame rates, and with uncompromising quality.
What is perhaps most impressive is how fast Microsoft have innovated with DirectX. They're produced a new version about once per year for the last six years, and they've now achieved the impressive step of releasing DirectX 9 which has support for all of next year's hardware already built in! That's quite something given that it contains pretty much everything that's expected in OpenGL 2.0. Microsoft may have their failings - and they certainly have their detractors, but I'm impressed with what they've done this time around.
ele era funcionario da nVidia mas trocou de time........
cheio de informações interessantes.......
http://slike.slo-tech.com/masses/index.html
Slo-Tech: Could you tell us what are perhaps 3 most common mistakes that game developers are making and how they affect performance or visual quality?
Richard Huddy: First of all, nine out of ten games under-use the graphics card. That's amazing, and it's been true for the last three or four years. With the future generations of graphics hardware that I've been talking about in response to the last question the situation will be corrected. Then it suddenly becomes easier to use the power of the hardware because the hardware, the artist and the programmer all 'think' in the same terms.
Secondly not enough games take advantage of the power of the shaders which are available now. We're still having to work hard to push games developers to move from writing pixel shader assembler to HLSL (Microsoft's High Level Shading Language which is new to DirectX 9) or GL2 (which is OpenGL's high level shading language).
And thirdly almost every games developer I know drinks too much caffeine and works too many hours in the ordinary working day. We need to work smarter not harder. Using the high level shading languages are a major part of this, but generally the life of a games developer is pretty tough.
==============================================
Slo-Tech: Games are obviously quite far behind graphics cards technology. How do you think will Doom 3 affect this considering that it looks like there will be graphics cards capable of running it in 100 fps range when the game ships?
Richard Huddy: Doom 3 won't require anything more than DX8 class hardware to run the game, and while there's no doubt that it'll be a tremendous game a great success there are several other games that I'm also looking forward to this year. Top of my list are Half Life 2 from Valve, and Far Cry from Crytek. Both look amazingly good and they take the outdoor games engines to a whole new level.
And Doom3 will still not run at 100's of frames a second if you crank up the anti-aliasing settings, enable anisotropic texture filtering and run at the highest resolutions. We still have plenty more raw power to deliver to make that happen.
==============================================
Slo-Tech: How do you think will DirectX and OpenGL continue to evolve in next couple of years? What are they still missing and how fast will they improve?
Richard Huddy: Right now both API's have integrated the shader programming model and both are moving to high level languages. The shaders will continue to become more powerful over the next few years - because it's obvious that we need more power. But by the time 5 years is up we should see several new programming technologies in place. Graphics programmers should be freely manipulating subdivision surfaces, generalised displacement maps and global illumination. It should also be possible to perform Radiosity lighting entirely in the graphics chip at that time too. All at high frame rates, and with uncompromising quality.
What is perhaps most impressive is how fast Microsoft have innovated with DirectX. They're produced a new version about once per year for the last six years, and they've now achieved the impressive step of releasing DirectX 9 which has support for all of next year's hardware already built in! That's quite something given that it contains pretty much everything that's expected in OpenGL 2.0. Microsoft may have their failings - and they certainly have their detractors, but I'm impressed with what they've done this time around.