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First Person Shooting (FPS) Game
International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056 Volume: 05 Issue: 04 | Apr-2018 www.irjet.net p-ISSN: 2395-0072 Thunder Force - First Person Shooting (FPS) Game Swati Nadkarni1, Panjab Mane2, Prathamesh Raikar3, Saurabh Sawant4, Prasad Sawant5, Nitesh Kuwalekar6 1 Head of Department, Department of Information Technology, Shah & Anchor Kutchhi Engineering College 2 Assistant Professor, Department of Information Technology, Shah & Anchor Kutchhi Engineering College 3,4,5,6 B.E. student, Department of Information Technology, Shah & Anchor Kutchhi Engineering College ----------------------------------------------------------------***----------------------------------------------------------------- Abstract— It has been found in researches that there is an have challenged hardware development, and multiplayer association between playing first-person shooter video games gaming has been integral. First-person shooters are a type of and having superior mental flexibility. It was found that three-dimensional shooter game featuring a first-person people playing such games require a significantly shorter point of view with which the player sees the action through reaction time for switching between complex tasks, mainly the eyes of the player character. They are unlike third- because when playing fps games they require to rapidly react person shooters in which the player can see (usually from to fast moving visuals by developing a more responsive mind behind) the character they are controlling. The primary set and to shift back and forth between different sub-duties. design element is combat, mainly involving firearms. First person-shooter games are also of ten categorized as being The successful design of the FPS game with correct distinct from light gun shooters, a similar genre with a first- direction, attractive graphics and models will give the best person perspective which uses light gun peripherals, in experience to play the game. -
Achieve Your Vision
ACHIEVE YOUR VISION NE XT GEN ready CryENGINE® 3 The Maximum Game Development Solution CryENGINE® 3 is the first Xbox 360™, PlayStation® 3, MMO, DX9 and DX10 all-in-one game development solution that is next-gen ready – with scalable computation and graphics technologies. With CryENGINE® 3 you can start the development of your next generation games today. CryENGINE® 3 is the only solution that provides multi-award winning graphics, physics and AI out of the box. The complete game engine suite includes the famous CryENGINE® 3 Sandbox™ editor, a production-proven, 3rd generation tool suite designed and built by AAA developers. CryENGINE® 3 delivers everything you need to create your AAA games. NEXT GEN ready INTEGRATED CryENGINE® 3 SANDBOX™ EDITOR CryENGINE® 3 Sandbox™ Simultaneous WYSIWYP on all Platforms CryENGINE® 3 SandboxTM now enables real-time editing of multi-platform game environments; simul- The Ultimate Game Creation Toolset taneously making changes across platforms from CryENGINE® 3 SandboxTM running on PC, without loading or baking delays. The ability to edit anything within the integrated CryENGINE® 3 SandboxTM CryENGINE® 3 Sandbox™ gives developers full control over their multi-platform and simultaneously play on multiple platforms vastly reduces the time to build compelling content creations in real-time. It features many improved efficiency tools to enable the for cross-platform products. fastest development of game environments and game-play available on PC, ® ® PlayStation 3 and Xbox 360™. All features of CryENGINE 3 games (without CryENGINE® 3 Sandbox™ exception) can be produced and played immediately with Crytek’s “What You See Is What You Play” (WYSIWYP) system! CryENGINE® 3 Sandbox™ was introduced in 2001 as the world’s first editor featuring WYSIWYP technology. -
The Case for Hardware Transactional Memory
Lecture 20: Transactional Memory CMU 15-418: Parallel Computer Architecture and Programming (Spring 2012) Giving credit ▪ Many of the slides in today’s talk are the work of Professor Christos Kozyrakis (Stanford University) (CMU 15-418, Spring 2012) Raising level of abstraction for synchronization ▪ Machine-level synchronization prims: - fetch-and-op, test-and-set, compare-and-swap ▪ We used these primitives to construct higher level, but still quite basic, synchronization prims: - lock, unlock, barrier ▪ Today: - transactional memory: higher level synchronization (CMU 15-418, Spring 2012) What you should know ▪ What a transaction is ▪ The difference between the atomic construct and locks ▪ Design space of transactional memory implementations - data versioning policy - con"ict detection policy - granularity of detection ▪ Understand HW implementation of transaction memory (consider how it relates to coherence protocol implementations we’ve discussed in the past) (CMU 15-418, Spring 2012) Example void deposit(account, amount) { lock(account); int t = bank.get(account); t = t + amount; bank.put(account, t); unlock(account); } ▪ Deposit is a read-modify-write operation: want “deposit” to be atomic with respect to other bank operations on this account. ▪ Lock/unlock pair is one mechanism to ensure atomicity (ensures mutual exclusion on the account) (CMU 15-418, Spring 2012) Programming with transactional memory void deposit(account, amount){ void deposit(account, amount){ lock(account); atomic { int t = bank.get(account); int t = bank.get(account); t = t + amount; t = t + amount; bank.put(account, t); bank.put(account, t); unlock(account); } } } nDeclarative synchronization nProgrammers says what but not how nNo explicit declaration or management of locks nSystem implements synchronization nTypically with optimistic concurrency nSlow down only on true con"icts (R-W or W-W) (CMU 15-418, Spring 2012) Declarative vs. -
Advanced Computer Graphics to Do Motivation Real-Time Rendering
To Do Advanced Computer Graphics § Assignment 2 due Feb 19 § Should already be well on way. CSE 190 [Winter 2016], Lecture 12 § Contact us for difficulties etc. Ravi Ramamoorthi http://www.cs.ucsd.edu/~ravir Motivation Real-Time Rendering § Today, create photorealistic computer graphics § Goal: interactive rendering. Critical in many apps § Complex geometry, lighting, materials, shadows § Games, visualization, computer-aided design, … § Computer-generated movies/special effects (difficult or impossible to tell real from rendered…) § Until 10-15 years ago, focus on complex geometry § CSE 168 images from rendering competition (2011) § § But algorithms are very slow (hours to days) Chasm between interactivity, realism Evolution of 3D graphics rendering Offline 3D Graphics Rendering Interactive 3D graphics pipeline as in OpenGL Ray tracing, radiosity, photon mapping § Earliest SGI machines (Clark 82) to today § High realism (global illum, shadows, refraction, lighting,..) § Most of focus on more geometry, texture mapping § But historically very slow techniques § Some tweaks for realism (shadow mapping, accum. buffer) “So, while you and your children’s children are waiting for ray tracing to take over the world, what do you do in the meantime?” Real-Time Rendering SGI Reality Engine 93 (Kurt Akeley) Pictures courtesy Henrik Wann Jensen 1 New Trend: Acquired Data 15 years ago § Image-Based Rendering: Real/precomputed images as input § High quality rendering: ray tracing, global illumination § Little change in CSE 168 syllabus, from 2003 to -
Game Engine Review
Game Engine Review Mr. Stuart Armstrong 12565 Research Parkway, Suite 350 Orlando FL, 32826 USA [email protected] ABSTRACT There has been a significant amount of interest around the use of Commercial Off The Shelf products to support military training and education. This paper compares a number of current game engines available on the market and assesses them against potential military simulation criteria. 1.0 GAMES IN DEFENSE “A game is a system in which players engage in an artificial conflict, defined by rules, which result in a quantifiable outcome.” The use of games for defence simulation can be broadly split into two categories – the use of game technologies to provide an immersive and flexible military training system and a “serious game” that uses game design principles (such as narrative and scoring) to deliver education and training content in a novel way. This talk and subsequent education notes focus on the use of game technologies, in particular game engines to support military training. 2.0 INTRODUCTION TO GAMES ENGINES “A games engine is a software suite designed to facilitate the production of computer games.” Developers use games engines to create games for games consoles, personal computers and growingly mobile devices. Games engines provide a flexible and reusable development toolkit with all the core functionality required to produce a game quickly and efficiently. Multiple games can be produced from the same games engine, for example Counter Strike Source, Half Life 2 and Left 4 Dead 2 are all created using the Source engine. Equally once created, the game source code can with little, if any modification be abstracted for different gaming platforms such as a Playstation, Personal Computer or Wii. -
Robust Architectural Support for Transactional Memory in the Power Architecture
Robust Architectural Support for Transactional Memory in the Power Architecture Harold W. Cain∗ Brad Frey Derek Williams IBM Research IBM STG IBM STG Yorktown Heights, NY, USA Austin, TX, USA Austin, TX, USA [email protected] [email protected] [email protected] Maged M. Michael Cathy May Hung Le IBM Research IBM Research (retired) IBM STG Yorktown Heights, NY, USA Yorktown Heights, NY, USA Austin, TX, USA [email protected] [email protected] [email protected] ABSTRACT in current p795 systems, with 8 TB of DRAM), as well as On the twentieth anniversary of the original publication [10], strengths in RAS that differentiate it in the market, adding following ten years of intense activity in the research lit- TM must not compromise any of these virtues. A robust erature, hardware support for transactional memory (TM) system is one that is sturdy in construction, a trait that has finally become a commercial reality, with HTM-enabled does not usually come to mind in respect to HTM systems. chips currently or soon-to-be available from many hardware We structured TM to work in harmony with features that vendors. In this paper we describe architectural support for support the architecture's scalability. Our goal has been to TM provide a comprehensive programming environment includ- TM added to a future version of the Power ISA . Two im- ing support for simple system calls and debug aids, while peratives drove the development: the desire to complement providing a robust (in the sense of "no surprises") execu- our weakly-consistent memory model with a more friendly tion environment with reasonably consistent performance interface to simplify the development and porting of multi- and without unexpected transaction failures.2 TM must be threaded applications, and the need for robustness beyond usable throughout the system stack: in hypervisors, oper- that of some early implementations. -
Leveraging Modern Multi-Core Processor Features to Efficiently
LEVERAGING MODERN MULTI-CORE PROCESSORS FEATURES TO EFFICIENTLY DEAL WITH SILENT ERRORS, AUGUST 2017 1 Leveraging Modern Multi-core Processor Features to Efficiently Deal with Silent Errors Diego Perez´ ∗, Thomas Roparsz, Esteban Meneses∗y ∗School of Computing, Costa Rica Institute of Technology yAdvanced Computing Laboratory, Costa Rica National High Technology Center zUniv. Grenoble Alpes, CNRS, Grenoble INP ' , LIG, F-38000 Grenoble France Abstract—Since current multi-core processors are more com- about 200% of resource overhead [3]. Recent contributions [1] plex systems on a chip than previous generations, some transient [4] tend to show that checkpointing techniques provide the errors may happen, go undetected by the hardware and can best compromise between transparency for the developer and potentially corrupt the result of an expensive calculation. Because of that, techniques such as Instruction Level Redundancy or efficient resource usage. In theses cases only one extra copy checkpointing are utilized to detect and correct these soft errors; is executed, which is enough to detect the error. But, still the however these mechanisms are highly expensive, adding a lot technique remains expensive with about 100% of overhead. of resource overhead. Hardware Transactional Memory (HTM) To reduce this overhead, some features provided by recent exposes a very convenient and efficient way to revert the state of processors, such as hardware-managed transactions, Hyper- a core’s cache, which can be utilized as a recovery technique. An experimental prototype has been created that uses such feature Threading and memory protection extensions, could be great to recover the previous state of the calculation when a soft error opportunities to implement efficient error detection and recov- has been found. -
Lecture 21: Transactional Memory
Lecture 21: Transactional Memory • Topics: Hardware TM basics, different implementations 1 Transactions • New paradigm to simplify programming . instead of lock-unlock, use transaction begin-end . locks are blocking, transactions execute speculatively in the hope that there will be no conflicts • Can yield better performance; Eliminates deadlocks • Programmer can freely encapsulate code sections within transactions and not worry about the impact on performance and correctness (for the most part) • Programmer specifies the code sections they’d like to see execute atomically – the hardware takes care of the rest (provides illusion of atomicity) 2 Transactions • Transactional semantics: . when a transaction executes, it is as if the rest of the system is suspended and the transaction is in isolation . the reads and writes of a transaction happen as if they are all a single atomic operation . if the above conditions are not met, the transaction fails to commit (abort) and tries again transaction begin read shared variables arithmetic write shared variables transaction end 3 Example Producer-consumer relationships – producers place tasks at the tail of a work-queue and consumers pull tasks out of the head Enqueue Dequeue transaction begin transaction begin if (tail == NULL) if (head->next == NULL) update head and tail update head and tail else else update tail update head transaction end transaction end With locks, neither thread can proceed in parallel since head/tail may be updated – with transactions, enqueue and dequeue can proceed in parallel -
Sun Opengl 1.3 for Solaris Implementation and Performance Guide
Sun™ OpenGL 1.3 for Solaris™ Implementation and Performance Guide Sun Microsystems, Inc. www.sun.com Part No. 817-2997-11 November 2003, Revision A Submit comments about this document at: http://www.sun.com/hwdocs/feedback Copyright 2003 Sun Microsystems, Inc., 4150 Network Circle, Santa Clara, California 95054, U.S.A. All rights reserved. Sun Microsystems, Inc. has intellectual property rights relating to technology that is described in this document. In particular, and without limitation, these intellectual property rights may include one or more of the U.S. patents listed at http://www.sun.com/patents and one or more additional patents or pending patent applications in the U.S. and in other countries. This document and the product to which it pertains are distributed under licenses restricting their use, copying, distribution, and decompilation. No part of the product or of this document may be reproduced in any form by any means without prior written authorization of Sun and its licensors, if any. Third-party software, including font technology, is copyrighted and licensed from Sun suppliers. Parts of the product may be derived from Berkeley BSD systems, licensed from the University of California. UNIX is a registered trademark in the U.S. and in other countries, exclusively licensed through X/Open Company, Ltd. Sun, Sun Microsystems, the Sun logo, SunSoft, SunDocs, SunExpress, and Solaris are trademarks, registered trademarks, or service marks of Sun Microsystems, Inc. in the U.S. and other countries. All SPARC trademarks are used under license and are trademarks or registered trademarks of SPARC International, Inc. -
Inside the Video Game Industry
Inside the Video Game Industry GameDevelopersTalkAbout theBusinessofPlay Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman Downloaded by [Pennsylvania State University] at 11:09 14 September 2017 First published by Routledge Th ird Avenue, New York, NY and by Routledge Park Square, Milton Park, Abingdon, Oxon OX RN Routledge is an imprint of the Taylor & Francis Group, an Informa business © Taylor & Francis Th e right of Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman to be identifi ed as authors of this work has been asserted by them in accordance with sections and of the Copyright, Designs and Patents Act . All rights reserved. No part of this book may be reprinted or reproduced or utilised in any form or by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying and recording, or in any information storage or retrieval system, without permission in writing from the publishers. Trademark notice : Product or corporate names may be trademarks or registered trademarks, and are used only for identifi cation and explanation without intent to infringe. Library of Congress Cataloging in Publication Data Names: Ruggill, Judd Ethan, editor. | McAllister, Ken S., – editor. | Nichols, Randall K., editor. | Kaufman, Ryan, editor. Title: Inside the video game industry : game developers talk about the business of play / edited by Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman. Description: New York : Routledge is an imprint of the Taylor & Francis Group, an Informa Business, [] | Includes index. Identifi ers: LCCN | ISBN (hardback) | ISBN (pbk.) | ISBN (ebk) Subjects: LCSH: Video games industry. -
Opera Acquires Yoyo Games, Launches Opera Gaming
Opera Acquires YoYo Games, Launches Opera Gaming January 20, 2021 - [Tuck-In] Acquisition forms the basis for Opera Gaming, a new division focused on expanding Opera's capabilities and monetization opportunities in the gaming space - Deal unites Opera GX, world's first gaming browser and popular game development engine, GameMaker - Opera GX hit 7 million MAUs in December 2020, up nearly 350% year-over-year DUNDEE, Scotland and OSLO, Norway, Jan. 20, 2021 /PRNewswire/ -- Opera (NASDAQ: OPRA), the browser developer and consumer internet brand, today announced its acquisition of YoYo Games, creator of the world's leading 2D game engine, GameMaker Studio 2, for approximately $10 million. The tuck-in acquisition represents the second building block in the foundation of Opera Gaming, a new division within Opera with global ambitions and follows the creation and rapid growth of Opera's innovative Opera GX browser, the world's first browser built specifically for gamers. Krystian Kolondra, EVP Browsers at Opera, said: "With Opera GX, Opera had adapted its proven, innovative browser tech platform to dramatically expand its footprint in gaming. We're at the brink of a shift, when more and more people start not only playing, but also creating and publishing games. GameMaker Studio2 is best-in-class game development software, and lowers the barrier to entry for anyone to start making their games and offer them across a wide range of web-supported platforms, from PCs, to, mobile iOS/Android devices, to consoles." Annette De Freitas, Head of Business Development & Strategic Partnerships, Opera Gaming, added: "Gaming is a growth area for Opera and the acquisition of YoYo Games reflects significant, sustained momentum across both of our businesses over the past year. -
Evaluating Game Technologies for Training Dan Fu, Randy Jensen Elizabeth Hinkelman Stottler Henke Associates, Inc
Appears in Proceedings of the 2008 IEEE Aerospace Conference, Big Sky, Montana. Evaluating Game Technologies for Training Dan Fu, Randy Jensen Elizabeth Hinkelman Stottler Henke Associates, Inc. Galactic Village Games, Inc. 951 Mariners Island Blvd., Suite 360 119 Drum Hill Rd., Suite 323 San Mateo, CA 94404 Chelmsford, MA 01824 650-931-2700 978-692-4284 {fu,jensen}@stottlerhenke.com [email protected] Abstract —In recent years, videogame technologies have Given that pre-existing software can enable rapid, cost- become more popular for military and government training effective game development with potential reuse of content purposes. There now exists a multitude of technology for training applications, we discuss a first step towards choices for training developers. Unfortunately, there is no structuring the space of technology platforms with respect standard set of criteria by which a given technology can be to training goals. The point of this work isn’t so much to evaluated. In this paper we report on initial steps taken espouse a leading brand as it is to clarify issues when towards the evaluation of technology with respect to considering a given piece of technology. Towards this end, training needs. We describe the training process, we report the results of an investigation into leveraging characterize the space of technology solutions, review a game technologies for training. We describe the training representative sample of platforms, and introduce process, outline ways of creating simulation behavior, evaluation criteria. characterize the space of technology solutions, review a representative sample of platforms, and introduce TABLE OF CONTENTS evaluation criteria. 1. INTRODUCTION ......................................................1 2.