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Neuf : 32,90 €
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Samedi 3 juillet 2004 à 20 h 08, par niCO
Interview
Unreal 3, taillé pour les multi-processeurs
Enfin une interview
d'Epic qui ne soit pas soporifique : tandis que Mark Rein explique
que la vente de licences est une source de revenus négligeable
comparée à la sortie d'un jeu, Tim Sweeney s'embarque dans une
explication sur la technologie qui permettra à l'Unreal Engine 3
d'afficher 2000 fois plus de détails avec seulement 4 ou 8 fois plus
de RAM :Merci à GenGamers pour le lien.Tim Sweeney : We're looking at the next generation PCs and consoles as an incredible and astonishing increase in computing power, but you're not necessarily going to see a similar increase in memory, so we've put a lot of emphasis into running computing power and GPU power to improve the visuals without requiring extra memory. That's influenced our lighting algorhythms, for example, instead of pre-computing shadowing, some parts of the environments and characters we actually do that dynamically using shadow buffering techniques and other techniques. Things that sounded completely ridiculous and impractical a few years ago, things that we used for offline rendering and non real-time packages just a few years ago are now completely practical in real time. Those techniques are great because they don't require huge increases in memory but they increase the visual quality of the game dramatically.
Mark Rein : You hear Sony talking about their Cell processor, and we've heard leaked rumours that the next Xbox will have multiple processors, and Intel and AMD have both announced dual core and beyond, and so it won't just be consoles, it'll be PCs. In the time frame that we ship, I imagine most of the chips Intel and AMD ship will have at least two cores built into each processor, and in the case of Intel's hyper threading, well, that runs multiple threads.

