• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
VadimZabolotnov

40 TFlops gpgpu in 2017, 128 Gb DRAM, 2 Tb/s bandwidth

8 posts in this topic

What effects?

http://sydlexia.com/imagesandstuff/snes100/snes17.png

 

I wouldn't expect too dramatic changes. I remember in 2003 or something, reading here about raytracers becoming the norm in 2012 and such. Well... unless I missed something last year... But if they can release such a system, there are some obvious improvements of course. Bigger numbers means bigger / more detailed textures, easier to allow advanced techniques such as realtime GI in combination with other heavy weights. More possibilities with multithreading / Compute Shaders, meaning even more techniques such as particles, cloth, fluid simulations, other physics or even certain AI routines moving over to the GPU. And... maybe doing more raytraced stuff as well. Though that would be a very fundamental change that I don't see happening quickly in the games-market.

 

Other than that, it's just guessing. Creativity of the programmers matters most of course. It's still amazing what kind of new smart tricks people come up with on existing already hardware. So who knows what happens. Games will get bigger and more immersive, that's for sure.

 

My worthless 50 cents :)

Rick

0

Share this post


Link to post
Share on other sites
dynamic bvh building ( 1.5 million polygons - 350 ms by 1.5 Tflops ) and ray tracing (Full HD x 30 fps, 2.5 TFlops).
but, not enough for soft shadows in random.

13 ms - bvh building ( 1.5 million polygons ) , 16 ms - ray tracing (depth-8), other for lighting - and, we get 30 fps (for 40 TFlops).

and we must choice - or ray tracing, or motion compensation ( which is 350 ms by 1.5 TFlops ).
last look very attractive.

and I don't see any research about hard gpgpu animation . Edited by xma
0

Share this post


Link to post
Share on other sites

What could you do with 40 Tflops?

 

Well, I suppose all those amazing graphics demos that you see accompanied by white papers, which look amazing but only run at 3fps, would suddenly be showing up in real video games.

0

Share this post


Link to post
Share on other sites

Most chip architects think Moore's law has already reached its limits from the papers and youtube videos i've watched. You cant scale down the transistors any smaller without quantum effects and heat issues..

 

Our current GFLOP/watt ratio is about 3 according this article might be alittle off since it was written 6 months ago..

 

http://www.hpcwire.com/hpcwire/2012-07-26/the_2012_performance_per_watt_wars.html

 

That machine is speced at 43 GFLOP/watt at DP.. that's more than 10x the current best. Doable in 5 yrs? Alot of people are working on the exascale computing problem, it will take some serious breakthroughs to break that barrier.

 

-ddn

0

Share this post


Link to post
Share on other sites
Most chip architects think Moore's law has already reached its limits from the papers and youtube videos i've watched. You cant scale down the transistors any smaller without quantum effects and heat issues..

 

Our current GFLOP/watt ratio is about 3 according this article might be alittle off since it was written 6 months ago..

 

http://www.hpcwire.com/hpcwire/2012-07-26/the_2012_performance_per_watt_wars.html

 

That machine is speced at 43 GFLOP/watt at DP.. that's more than 10x the current best. Doable in 5 yrs? Alot of people are working on the exascale computing problem, it will take some serious breakthroughs to break that barrier.

 

-ddn

 

I think we are seeing over 10 SP Gflops per watt currently from GPUs. I don't think pushing it to 40 by 2017 is that big of a stretch.

0

Share this post


Link to post
Share on other sites

People have been saying we will hit the wall soon for decades, but Moore's Law is still going strong after 40 years. This is because CPU/GPU manufacturers have more tricks up their sleeves than just die shrinking.

 

[quote name='spek' timestamp='1357468094' post='5018126']
Games will get bigger and more immersive, that's for sure.
[/quote]

 

I'd like to believe that, but it doesn't seem like games are any longer now than 15 years ago. The graphics are definitely shinier, but that doesn't automatically equal more immersion.

0

Share this post


Link to post
Share on other sites

Postie, because that was wow effect after 40 thousands years that we live on earth . we was pioneers in the  universe, that it was. I'am about universe of real world which is in our consciousness and which is connected with other people . that was the real game in real universe. Now it happen again, if we can put living spirits in game . 

0

Share this post


Link to post
Share on other sites

@Postie

Maybe not longer in terms of gameplay length (I actually feel many games have become shorter because they're easier, but also it's an insane amount of work to fill a game with the current detail norms). But if you compare the environments from let's say a Crysis2 with its ancenstor Far Cry, we have come a long way. Near photo-realism is no longer just a dream, though pouring it all into a single scene might still be too much for nowadays hardware. Meaning we need to compensate (smaller worlds, lower-res textures, pre-baked solutions, not 100% realtime lighting, simplified reflections, less characters, .... ).

 

Asides making hardware faster, one may also wonder how the artists can keep up. The days of 2 programmers drawing their own sprites in the attic are over. Now large budgets are needed to ensemble armies of artists to create those immersive environments that perfectly utilize their engines and hardware capabilities... Maybe nVidia & ATI should focus on making artists robots instead :p

0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0