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64-bit native utilization? Multithreading utilization? Year 2012?


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#1 MadBoris

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Posted 02 June 2012 - 12:56 PM

Recently in an interview with Matthew Craig, this piqued some curiosity:
I'm trying to be a bit thorough on my point on a couple subjects that are often misunderstood, sorry for the wall of text.

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Another goal we have for the technical vision of MechWarrior Online is in the areas of visuals and immersion. Early on we chose to go with CryEngine to really allow us to create the best Mech visuals yet seen in a MechWarrior game. We're also using Scaleform to help realize a great level of fidelity for the Mechs cockpit and displays. We really want to support the fans that want to get more immersed than ever; if you have 3 monitors and a great flight stick we want to ensure you can use them to play MWO.

Sadly high levels of fidelity always come at a cost and the art requirements are high so we've been working to find efficiencies and ways to do more with less but ultimately I think the fans will thank us for not holding back and really aiming to ensure we're making the best quality MechWarrior game we can that will look and play great for years to come.


For those that think I want to lean back in my seat and look at the pretty pictures on the screen, let me get this out of the way, game play is more important than graphics. k? k.

Visuals really do help build immersion, helps suspend disbelief when there is more realism in the scene.
Many of you have the HW you already need for this game, I'm just wondering how/if it will be utilized.
Even if they had the talented artists and development resources to produce high level of fidelity,
graphical art tricks aside, HW limits do pose an issue, especially 32 bit. I can't believe I have been asking on this subject for like 5 years now, but progress really slowed on building bigger games on PC since their is no 64 bit console, yet.

I'm curious how well 64 bit and multithreading will be utilized and supported and I thought others may be as well. I'm not sure these things have been touched on by the devs yet.
This isn't a HW requirements thread, those have not been announced yet.
This maybe something to later post on "ask the devs", but I wanted to put it up for general chat.

First off, I better preemptively mention I am well versed in those subjects and already know that CryEngine 3 has native "support" for 64 bit and multithreading. I'm questioning the utilization of these aspects. Buzz words alone isn't what I am after.

It's the year 2012 and even though consoles have slowed the progress of leveraging PC hardware over the years, I thought this game is in a proper position to do so without causing people issues with performance or their wallets, just by utilizing most of their HW in their computers that goes underutilized. Utilizing these realities well in development can allow for bigger maps, more and better quality game assets, more mechs. Additions without a performance hit by utilize the potential better.

it's too late in the development of the game to make any big changes here, except for adding a 64 bit runtime someday, but I'm curious on the current state and goals.

Most gamers by a landslide have decent enough computers to support these realities today, the question I'm wondering is if the devs are making good use of the potential. Steam does a hardware survey that polls everyone, casual and non-casual players alike. STEAM has a nice cross section of games in it's library now so the survey by no means targets high end gamers. These figures are valid enough for this exercise.

Some current statistics as of May, 2012:

Multithreading:
7% of computers have 1 CPU core.
50% of computers have 2 CPU cores.
38% of computers have an additional 2 cores, making 4 CPU cores.
93% of total of computers have more than 1 CPU core.

64 bit vs 32 bit:
6% of computers are using Windows Vista 64 bit.
54% of computers are using Windows 7 64 bit.
34% total of computers comprises the 32 bit users, one third is not using 64 bit, unfortunately.

Over 50% of players have over 4GB of System RAM.
With much unused when developers don't leverage 64 bit.

http://store.steampowered.com/hwsurvey

Multithreading-
Being 2012, so many people having multi core cpu's now, we can really leverage it more. I am really hoping that the devs take full advantage of pushing the threading boundaries, not just skimming over the engine but being willing to tweak areas as needed, really digging into tools like IntelGPA, NVperf, etc.

The way I see it, regardless of actual number of overall working threads you'll have it always comes down to the main threads, with 2 cores being such a standard these days I'd like to see 2 threads required on more heavily for the majority workload. Not sure how much you guys can do with tweaking the threading in the engine though, or would want to. AI and physics don't appear to be too heavily used and that should be saving some cycles, so outside of the main render thread, what are you guys pushing and what will the next most expensive thread be and why?
I imagine it still may be physics or AI, if so, can you expound?

64 bit-
Before anyone misunderstands, I am not suggesting doing away with 32 bit by requiring 64 bit. Although I have spent years trying to help people understand why 64 bit is necessary for us to advance to have bigger/fuller game worlds, that time is past and that's another subject.

While I know that multithreading and 64 bit is supported in the engine, I am just curious if we are still basically working within 32 bit boundaries, even if a 64 bit runtime ships, and if they are doing any thread utilization tweaking in the engine on their own.

I'm wondering if the devs be utilizing 64 bit in any tangible way beyond just providing a 64 bit runtime, are they even providing just the runtime (is all their code 64 bit safe).
The 64 bit runtime should be provided even if the game does nothing else tangible, because those with large monitors using high AA, or triple monitors, will likely run out of application memory and CTD. Unless you guys are really shooting low.

Will their be any actual benefit, like additional assets (like 2048 textures at least) that allow us to surpass the usual 2GB virtual address space. Will there be any tangible benefit in the game, outside of just some OS benefits.
It would be sad if there are so many 64 bit users that are waiting for someone to do something with it and we are still stuck in 32 bit thinking.

I'm pretty sure PGI can just not push boundaries here too much, and they would be just fine, it's just a shame though. It's 2012 and it would be a missed opportunity not to utilize the HW from a few years ago as the baseline. It will look especially so with the console refresh around the corner when things finally ramp up and 64 bit and many cores is common place. At least I shouldn't have to wait too much longer for games to start really leveraging the HW we have had for years.

Obviously with graphics cards coming with 1.5GB, 2GB RAM and above, it would be nice to be able to utilize the otherwise untouched silicon. User application space rears it's head and throws up obvious limits. Realistically, having 1GB to 1.5GB of texture memory is where we can be on a healthy PC title on a large monitor(1900+) maxed out.

Being this isn't a console port, I am hoping these aspects can be leveraged a bit more for this title in really focusing on leveraging the several year old PC HW. The benefit is being able to have a lot more happening in game, by using the unused CPU cycles and memory. We should atleast hope for a 64 bit runtime just to avoid memory issues and CTD's, even if they don't leverage the benefits in the game. Any PGI engineers up to comment ?

Edited by MadBoris, 02 June 2012 - 02:19 PM.


#2 DontCare

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Posted 02 June 2012 - 01:23 PM

I think all of these features are supposed to be built in into engine, and i bet that any aaa-class engine like cryengine 3 does have them.

#3 William Petersen

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Posted 02 June 2012 - 01:30 PM

View PostMadBoris, on 02 June 2012 - 12:56 PM, said:

Recently in an interview with Matthew Craig, this peeked some curiosity:


The word is piqued. Not peaked. Not peeked. Piqued. Pronounced the same, different meaning, different word, different origin.

I swear to cake that's almost as annoying as "would of". /exasperated sigh

#4 Arafinar

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Posted 02 June 2012 - 01:35 PM

View PostWilliam Petersen, on 02 June 2012 - 01:30 PM, said:

The word is piqued. Not peaked. Not peeked. Piqued. Pronounced the same, different meaning, different word, different origin.

I swear to cake that's almost as annoying as "would of". /exasperated sigh

lol best hope youre perfect and got a spell checker now:)

#5 CompleteTanker

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Posted 02 June 2012 - 01:51 PM

Interesting post.

Hoping for some "official" feedback :-)

#6 Karyudo ds

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Posted 02 June 2012 - 01:52 PM

View PostDontCare, on 02 June 2012 - 01:23 PM, said:

I think all of these features are supposed to be built in into engine, and i bet that any aaa-class engine like cryengine 3 does have them.


Yeah he mentions knowing they're in there... the question was are they being used? Pretty sure Unreal supports tessellation but I have yet to notice it in Tribes, or a Dx11 mode for that matter. Huge difference between can-do and is-doing.

#7 Aegis Kleais

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Posted 02 June 2012 - 01:58 PM

Though MWO is far and above the best looking MW game I've seen, and Matt's commitment to visual fidelity to sell immersion is commendable in its namesake alone, the footage so far (which yes, I understand is only beta) isn't THAT realistic in its visuals.

I wonder if the plan is to patch out such visuals in subsequent upgrades to the game. When you see what CryEngine 3 is capable of, there is a higher level of fidelity that can be achieved than what has been presented; time will tell if the icing is to be put on the cake yet.

As for taking advantage of the technical powers of today's PC, it is a sad state of affairs that game development does not function in a scalar manner, where it can simply just see the number of threads available and then utilize them on the fly (same with GPU tech). Instead, it seems that developers actually have to code in a manner to take advantage of those cores on 1x, 2x, 3x, etc. basis.

#8 Gromkey Blackwind

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Posted 02 June 2012 - 02:08 PM

I would love a super detailed set of cockpits.. I dont need to see high detail of other mech.. but I will be running video card as max as possible.. on my 4cpu 64bit machine.

there could be a high end version of the game and just dumb it down for those with non gaming rigs.. but I feel dissing the gamers.. might not be the best option..

#9 Renan Ruivo

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Posted 02 June 2012 - 02:12 PM

I wouldn't hope for native 64bit games yet ...

Not exactly the same thing, but there's a reason why a lot of games are still technically Dx8 (some even Dx7). You only do an upgrade when the market share of a given technology surpasses its previous generation.

#10 MadBoris

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Posted 02 June 2012 - 02:19 PM

Thx for the feedback guys, and even William's correction's appreciated. But please don't continue down the page with the red pen or I fear I will have to change it all. :)

Thx for not slamming me on being over-wordy, I focused on keeping this real nontechnical as much as possible, although did repeat certain concepts in different ways to try and communicate some concepts to those not understanding the details behind it.

I remember a few years back we thought we were really ready to start taking the plunge deeper into these things, looking forward to games that could be built from the ground up native 64 bit and requiring multiprocessing.
That's really when you will see games explode, when 1.7GB of system RAM isn't the limit, more than 1.5GB can be comfortably used in a video card, when it's not built for a single CPU as the least common denominator. If they have the funding to build it. We'll have to wait until the console refresh to see what new vistas gaming can then bring with the new capacities.

#11 Celestial

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Posted 02 June 2012 - 02:21 PM

64-bit utilization, multithreaded coding, DirectX11... All of that is much less important than you think.
I have seem games (Crysis, Witcher 2) that have no DX11 support, no multithreading and no native 64-bit utilization that look miles better than anything else in existence.
The important part is to have good art and assets, and to not build the game for the LCD (IE: consoles, low end PCs). Build for the the high end then scale down.

-If you need multithreading to have a shooter game working smoothly- your doing it wrong, instead the GPU should be the limiting factor.

#12 Arafinar

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Posted 02 June 2012 - 02:23 PM

View PostMadBoris, on 02 June 2012 - 02:19 PM, said:

Thx for the feedback guys, and even William's correction's appreciated. But please don't continue down the page with the red pen or I fear I will have to change it all. ;)

Thx for not slamming me on being over-wordy, I focused on keeping this real nontechnical as much as possible, although did repeat certain concepts in different ways to try and communicate some concepts to those not understanding the details behind it.

I remember a few years back we thought we were really ready to start taking the plunge deeper into these things, looking forward to games that could be built from the ground up native 64 bit and requiring multiprocessing.
That's really when you will see games explode, when 1.7GB of system RAM isn't the limit, more than 1.5GB can be comfortably used in a video card, when it's not built for a single CPU as the least common denominator. If they have the funding to build it. We'll have to wait until the console refresh to see what new vistas gaming can then bring with the new capacities.

Should have left it, English teacher be damned :)

#13 MadBoris

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Posted 02 June 2012 - 02:23 PM

View PostRenan Ruivo, on 02 June 2012 - 02:12 PM, said:

You only do an upgrade when the market share of a given technology surpasses its previous generation.


I've been saying the same thing for years that you just said.
Frankly, I'm tired of saying it.

But seriously,
34% total of computers comprises the 32 bit users.

That is significant that 2/3 of Steam users are running a 64 bit OS.
How many more years must we say it, until the 10% holdouts take us into 2020? :)

#14 MadBoris

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Posted 02 June 2012 - 02:27 PM

View PostCelestial, on 02 June 2012 - 02:21 PM, said:

64-bit utilization, multithreaded coding, DirectX11... All of that is much less important than you think.
I have seem games (Crysis, Witcher 2) that have no DX11 support, no multithreading and no native 64-bit utilization that look miles better than anything else in existence.
The important part is to have good art and assets, and to not build the game for the LCD (IE: consoles, low end PCs). Build for the the high end then scale down.

-If you need multithreading to have a shooter game working smoothly- your doing it wrong, instead the GPU should be the limiting factor.


Thx for all your corrections. ;)

Quality skilled developers do matter, tremendously. Including those who know how to best leverage existing technologies and hardware.

@Karyudo_ds

HW tesselation, now that is what I am talking about. :)
I think PGI are a couple steps away from going there, although CryEngine3 is always a work in progress of sorts.
As unrealistic as tesselation would be, boy that would be something amazing for next gen looking mechs with all the nice curves in the metal.

Edited by MadBoris, 02 June 2012 - 02:35 PM.


#15 Vesper Darktide

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Posted 02 June 2012 - 02:34 PM

And this is why I think its funny when someone with some new computer thinks that my poor old one can't play the same games. Until they start actually using the new technology the only real difference is often just clock speed and even then the difference is often just the difference between playing at 60+ fps vs 30 fps. The difference is luxury not requirement.

#16 Renan Ruivo

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Posted 02 June 2012 - 02:37 PM

View PostMadBoris, on 02 June 2012 - 02:23 PM, said:


I've been saying the same thing for years that you just said.
Frankly, I'm tired of saying it.

But seriously,
34% total of computers comprises the 32 bit users.

That is significant that 2/3 of Steam users are running a 64 bit OS.
How many more years must we say it, until the 10% holdouts take us into 2020? :)


One more thing:

While 64-bit users can use 32-bit technology, it does not work the other way around. So it does not matter that 2/3 use 64 bit and 1/3 uses 32 bit, 100% of that market can be exploited by 32 bit software while 64 bit software would lose those 33%.

Its a little more complicated, and there is a lot of cold math behind it. Like Tyler Durden said: "A new car built by my company leaves somewhere traveling at 60 mph. The rear differential locks up. The car crashes and burns with everyone trapped inside. Now, should we initiate a recall? Take the number of vehicles in the field, A, multiply by the probable rate of failure, B, multiply by the average out-of-court settlement, C. A times B times C equals X. If X is less than the cost of a recall, we don't do one."

So the point is, they will only take the step when it proves to be more profitable and the risks aren't very high.


Other than that, i don't get why people are so upset about this. It's not like you paid 5x as much for a CPU with those technologies than the price of one without them. The price actually only had a marginal change, at worst. And you are all probably already running your games at 240 FPS with vsync on (if you catch my drift)

Edited by Renan Ruivo, 02 June 2012 - 02:38 PM.


#17 Frostiken

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Posted 02 June 2012 - 02:42 PM

Multithreading only comes into play when pushing a game to its limits, where sound processing, physics processing, and good old fashioned maths are cranked up so high that the CPU starts choking.

64-bit optimization and being able to use a near-infinite amount of memory will do much more for performance though.

DX11 isn't and never has been about performance. It's about features. Hell, I remember when DX10 finally came out, aftery DX9 had been in use for like 10 ******* years, and people were all pissy that it would need new graphics chipsets and didn't improve performance - well duh, that's because it's an API, it enables things to be done, it's not there to ensure every game magically runs better.

#18 Mautty the Bobcat

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Posted 02 June 2012 - 02:47 PM

When it comes to the game being visually realistic, I always think back to this guy that we got teased with and unfortunately didn't make it.
http://youtu.be/orhOvbfyyJw

Don't get me wrong, I love the current visual style and actually would prefer it for MWO. But I still feel that their old style is far more realistic than the current. Immersive? Maybe, but definitely still has a bit of a cartoony/animated feel to it, and I like it so far from the trailers and gameplay footage.

Edited by Mautty the Bobcat, 02 June 2012 - 02:47 PM.


#19 Aegis Kleais

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Posted 02 June 2012 - 02:52 PM

View PostMautty the Bobcat, on 02 June 2012 - 02:47 PM, said:

When it comes to the game being visually realistic, I always think back to this guy that we got teased with and unfortunately didn't make it.
http://youtu.be/orhOvbfyyJw


As far as cockpits go, they're pretty much of the same level. Moderate detailing. Nothing overly impressive.

#20 MadBoris

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Posted 02 June 2012 - 02:55 PM

View PostRenan Ruivo, on 02 June 2012 - 02:37 PM, said:


One more thing:

While 64-bit users can use 32-bit technology, it does not work the other way around. So it does not matter that 2/3 use 64 bit and 1/3 uses 32 bit, 100% of that market can be exploited by 32 bit software while 64 bit software would lose those 33%.


I'm well aware of that. I was kind of joking thinking we saw eye to eye.
But back to the point of my trying to educate people 5 years ago and the stagnation of PC, another issue altogether.

Quote

Other than that, i don't get why people are so upset about this. It's not like you paid 5x as much for a CPU with those technologies than the price of one without them. The price actually only had a marginal change, at worst. And you are all probably already running your games at 240 FPS with vsync on (if you catch my drift)


I haven't seen anyone upset but it doesn't sound like you are aware of the benefits of 64 bit. None of those things you mentioned really come into play, that's not what is at stake at all.

Essentially 64 bit opens a memory ceiling but what that implies goes far deeper in terms of potential gameplay scalability on how much System and Video RAM is accessible, etc. It's what it means to the game massiveness including higher quality assets, but even more immediately we need a 64 bit executable to insure we don't hit a user application space threshold in the OS, as I mentioned, which can happen on high resolutions/settings, especially with the tweakability of Cry3. That's about as simplistic as i can get and i haven't done the subject any justice, not trying to win anyone over to Dx12 or anything. :)

Edited by MadBoris, 02 June 2012 - 03:05 PM.






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