64-bit Cross-Platform Nitrous Engine Announced

Oxide, a new studio that boasts a talent pool that includes veterans of companies like Firaxis and Microsoft announces the Nitrous engine, a new cross-platform 64-bit game engine specifically designed to accommodate development for PCs, Xbox One, and PlayStation 4. "As the sole industry provider of technologies powering both PCs and major next-generation consoles, AMD is a natural fit for Oxide’s Nitrous engine, an evolutionary leap in PC and console gaming development," said Ritche Corpus, director of ISV gaming and alliances, AMD. "Oxide’s Nitrous engine supports thousands of high-detail animated models on screen simultaneously. Nitrous makes tomorrow's designs come to life on today's top hardware like AMD’s new AMD Radeon™ R9 Series GPUs, unrivaled APUs and powerful CPUs." Here's more:
In addition, with its unprecedented utilization of multiple cores, Nitrous is able to realize the potential of new architectures such as Intel’s Haswell CPU. “The Nitrous engine has made great progress on the fundamental substrate for parallel compute in PC games. Their tasking system shows near-linear scaling across Intel’s high-end desktop PCs, which translates into players being able to control an unprecedented 10,000 interactive units in their engine,” said Mike Burrows, principal engineer and technical director for visual computing engineering at Intel® Corporation.

By natively supporting 64-bit computing, Nitrous is able to support very high resolution texture models while its multicore capability enable vast numbers of light sources on screen simultaneously.
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27.
 
Re: 64-bit Cross-Platform Nitrous Engine Announced
Oct 25, 2013, 13:07
27.
Re: 64-bit Cross-Platform Nitrous Engine Announced Oct 25, 2013, 13:07
Oct 25, 2013, 13:07
 
Mashiki Amiketo wrote on Oct 24, 2013, 23:44:
Yakumo wrote on Oct 24, 2013, 19:25:
But with most languages different systems require specific code. The point of these kinds of cross platform engines is to minimize, or even entirely eliminate having to write platform specific code.
They invented unicode handling for things like that, and for the most part it's fully standardized unless you're writing in software from pre-2005.

Errrr what? That makes no sense. You don't get to magically run your software on every platform because of unicode.
Avatar 51617
26.
 
Re: 64-bit Cross-Platform Nitrous Engine Announced
Oct 25, 2013, 09:15
26.
Re: 64-bit Cross-Platform Nitrous Engine Announced Oct 25, 2013, 09:15
Oct 25, 2013, 09:15
 
Mashiki Amiketo wrote on Oct 24, 2013, 23:44:
Yakumo wrote on Oct 24, 2013, 19:25:
But with most languages different systems require specific code. The point of these kinds of cross platform engines is to minimize, or even entirely eliminate having to write platform specific code.
They invented unicode handling for things like that, and for the most part it's fully standardized unless you're writing in software from pre-2005.

Er, we're talking programming language here, not text encoding.

25.
 
Re: 64-bit Cross-Platform Nitrous Engine Announced
Oct 25, 2013, 00:40
25.
Re: 64-bit Cross-Platform Nitrous Engine Announced Oct 25, 2013, 00:40
Oct 25, 2013, 00:40
 
Thanks for the responses guys, you learn something new everyday
Avatar 46370
24.
 
Re: 64-bit Cross-Platform Nitrous Engine Announced
Oct 24, 2013, 23:44
24.
Re: 64-bit Cross-Platform Nitrous Engine Announced Oct 24, 2013, 23:44
Oct 24, 2013, 23:44
 
Yakumo wrote on Oct 24, 2013, 19:25:
But with most languages different systems require specific code. The point of these kinds of cross platform engines is to minimize, or even entirely eliminate having to write platform specific code.
They invented unicode handling for things like that, and for the most part it's fully standardized unless you're writing in software from pre-2005.
--
"For every human problem,
there is a neat, simple solution;
and it is always wrong."
--H.L. Mencken
23.
 
Re: 64-bit Cross-Platform Nitrous Engine Announced
Oct 24, 2013, 22:34
23.
Re: 64-bit Cross-Platform Nitrous Engine Announced Oct 24, 2013, 22:34
Oct 24, 2013, 22:34
 
dj LiTh wrote on Oct 24, 2013, 17:58:
I was under the impression that a programming language like C++ would run on all of them.

No. You don't just write it once and run it everywhere unless you're using a higher level scripting language or some weird JIT compiler which adds a lot of overhead. Each platform has its own libraries, hardware and other assorted crap to deal with. That's what development libraries like this aim to minimize.
Avatar 57682
22.
 
Re: 64-bit Cross-Platform Nitrous Engine Announced
Oct 24, 2013, 19:25
22.
Re: 64-bit Cross-Platform Nitrous Engine Announced Oct 24, 2013, 19:25
Oct 24, 2013, 19:25
 
dj LiTh wrote on Oct 24, 2013, 17:58:
I was under the impression that a programming language like C++ would run on all of them.

But with most languages different systems require specific code. The point of these kinds of cross platform engines is to minimize, or even entirely eliminate having to write platform specific code.
21.
 
Re: 64-bit Cross-Platform Nitrous Engine Announced
Oct 24, 2013, 17:58
21.
Re: 64-bit Cross-Platform Nitrous Engine Announced Oct 24, 2013, 17:58
Oct 24, 2013, 17:58
 
Kitkoan wrote on Oct 24, 2013, 17:53:
dj LiTh wrote on Oct 24, 2013, 15:46:
InBlack wrote on Oct 24, 2013, 10:36:
dj LiTh wrote on Oct 24, 2013, 10:33:
Well, since all 3 are x86, i really fail to see how this is a big deal.

Just because all three share the same basic architecture doesnt mean that they are the same to work on. For one thing, the operating system on the Playstation is vastly different from the one on the Xbox. There are other differences as well, so an engine that runs natively on the hardware regardless of the OS being used is, well a pretty big deal.

Ahhh IC, thanks for clearing that up. I'm not much of a programmer atm so i just thought it wouldnt be much different in compiling for one or the other.

It does make quite the difference.

Keep in mind that Windows, Linux and OSX all run on x86 chips but aren't anywhere the same to code.

Or to try a different example, think of each OS as a different language like English, Russian and Chinese. They all use the same hardware (the human mouth) but are all very different.

I was under the impression that a programming language like C++ would run on all of them.
Avatar 46370
20.
 
Re: 64-bit Cross-Platform Nitrous Engine Announced
Oct 24, 2013, 17:53
20.
Re: 64-bit Cross-Platform Nitrous Engine Announced Oct 24, 2013, 17:53
Oct 24, 2013, 17:53
 
dj LiTh wrote on Oct 24, 2013, 15:46:
InBlack wrote on Oct 24, 2013, 10:36:
dj LiTh wrote on Oct 24, 2013, 10:33:
Well, since all 3 are x86, i really fail to see how this is a big deal.

Just because all three share the same basic architecture doesnt mean that they are the same to work on. For one thing, the operating system on the Playstation is vastly different from the one on the Xbox. There are other differences as well, so an engine that runs natively on the hardware regardless of the OS being used is, well a pretty big deal.

Ahhh IC, thanks for clearing that up. I'm not much of a programmer atm so i just thought it wouldnt be much different in compiling for one or the other.

It does make quite the difference.

Keep in mind that Windows, Linux and OSX all run on x86 chips but aren't anywhere the same to code.

Or to try a different example, think of each OS as a different language like English, Russian and Chinese. They all use the same hardware (the human mouth) but are all very different.
*automatically refuses to place horse heads in anyone's bed*
Avatar 56087
19.
 
What a great name
Oct 24, 2013, 17:14
19.
What a great name Oct 24, 2013, 17:14
Oct 24, 2013, 17:14
 
Because searching online for Nitrous Oxide doesn't give you any competing results... <rollseyes>
18.
 
Re: 64-bit Cross-Platform Nitrous Engine Announced
Oct 24, 2013, 15:46
18.
Re: 64-bit Cross-Platform Nitrous Engine Announced Oct 24, 2013, 15:46
Oct 24, 2013, 15:46
 
InBlack wrote on Oct 24, 2013, 10:36:
dj LiTh wrote on Oct 24, 2013, 10:33:
Well, since all 3 are x86, i really fail to see how this is a big deal.

Just because all three share the same basic architecture doesnt mean that they are the same to work on. For one thing, the operating system on the Playstation is vastly different from the one on the Xbox. There are other differences as well, so an engine that runs natively on the hardware regardless of the OS being used is, well a pretty big deal.

Ahhh IC, thanks for clearing that up. I'm not much of a programmer atm so i just thought it wouldnt be much different in compiling for one or the other.
Avatar 46370
17.
 
Re: 64-bit Cross-Platform Nitrous Engine Announced
Oct 24, 2013, 15:30
17.
Re: 64-bit Cross-Platform Nitrous Engine Announced Oct 24, 2013, 15:30
Oct 24, 2013, 15:30
 
BurntSoul wrote on Oct 24, 2013, 12:38:
From what I gather, I don't think this is focused on first person shooter gaming engines, Creston. That wheel has already been made. The only way I see it, you'd be able to control 10,000 interactive units in a game is through something like an RTS.

I guess that's true. Hey, more engines is always good, it was getting boring seeing everything being made with UE.
Avatar 15604
16.
 
Re: 64-bit Cross-Platform Nitrous Engine Announced
Oct 24, 2013, 15:30
16.
Re: 64-bit Cross-Platform Nitrous Engine Announced Oct 24, 2013, 15:30
Oct 24, 2013, 15:30
 
Please let it be an engine that doesnt spam light-bloom effects on every object.
15.
 
Re: 64-bit Cross-Platform Nitrous Engine Announced
Oct 24, 2013, 14:48
15.
Re: 64-bit Cross-Platform Nitrous Engine Announced Oct 24, 2013, 14:48
Oct 24, 2013, 14:48
 
I have always ran both, on multiple machines, and I can tell you there are really no differences. I *prefer* AMD/ATI myself, but the pendulum swings both ways. To say one is significantly better than the other in the driver department is pure lunacy. Maybe 5-6 years ago I would have said you had a point (ATI had their foot in their rear) but now there really isn't a problem. During the past 2-3 years I've downloaded probably 4 dozen or so drivers between the two platforms for my PCs/Laptops and I've never experienced anything major.

Worst that happened was an Nvidia update giving the HUD in Crysis 2 a bad case of flickering. Cleared up the next release though.
Avatar 13929
14.
 
Re: 64-bit Cross-Platform Nitrous Engine Announced
Oct 24, 2013, 14:03
14.
Re: 64-bit Cross-Platform Nitrous Engine Announced Oct 24, 2013, 14:03
Oct 24, 2013, 14:03
 
Beelzebud wrote on Oct 24, 2013, 12:55:
nvidia's anus probably feels fine, because while AMD is signing a lot of deals, their software still sucks ass.

If AMD wants to be the major player, they really need to step up their driver quality, and stop firing engineers who work on them.

I don't know despite losing some engineers the drivers still seem to have a reasonable number of issues when you consider the complexity of them and the challenges that the platform provides. Nvidia also had a number of both minor and major driver related problems the past few years. I think that advantage is slowly being worn away.
Avatar 51617
13.
 
Re: 64-bit Cross-Platform Nitrous Engine Announced
Oct 24, 2013, 13:37
13.
Re: 64-bit Cross-Platform Nitrous Engine Announced Oct 24, 2013, 13:37
Oct 24, 2013, 13:37
 
Beelzebud wrote on Oct 24, 2013, 12:55:
nvidia's anus probably feels fine, because while AMD is signing a lot of deals, their software still sucks ass.

If AMD wants to be the major player, they really need to step up their driver quality, and stop firing engineers who work on them.
nVidia and AMD are pretty much on the same level, driver wise. Each new official release breaks a few things (mainly older games) and fixes others. No company has released flawless drivers and probably never will.
I'm just glad that everything works find on my 775 (!!!) rig.
12.
 
Re: 64-bit Cross-Platform Nitrous Engine Announced
Oct 24, 2013, 13:30
12.
Re: 64-bit Cross-Platform Nitrous Engine Announced Oct 24, 2013, 13:30
Oct 24, 2013, 13:30
 
FYI, Oxide is owned by Stardock Entertainment. I hope this turns out as good as is sounds.

-Silvanus
11.
 
Re: 64-bit Cross-Platform Nitrous Engine Announced
Oct 24, 2013, 13:23
11.
Re: 64-bit Cross-Platform Nitrous Engine Announced Oct 24, 2013, 13:23
Oct 24, 2013, 13:23
 
BurntSoul wrote on Oct 24, 2013, 12:38:
From what I gather, I don't think this is focused on first person shooter gaming engines, Creston. That wheel has already been made. The only way I see it, you'd be able to control 10,000 interactive units in a game is through something like an RTS.

This is correct. You're not going to have 10,000 character/object models in a dude-bro shooter, because dude-bro's head would explode trying to figure out what to shoot at. No, Unreal will continue to be used for interactive corridors, while this one fits well for your next-gen RTS or large-scale RPG.
10.
 
Re: 64-bit Cross-Platform Nitrous Engine Announced
Oct 24, 2013, 12:55
10.
Re: 64-bit Cross-Platform Nitrous Engine Announced Oct 24, 2013, 12:55
Oct 24, 2013, 12:55
 
nvidia's anus probably feels fine, because while AMD is signing a lot of deals, their software still sucks ass.

If AMD wants to be the major player, they really need to step up their driver quality, and stop firing engineers who work on them.
9.
 
Re: 64-bit Cross-Platform Nitrous Engine Announced
Oct 24, 2013, 12:48
9.
Re: 64-bit Cross-Platform Nitrous Engine Announced Oct 24, 2013, 12:48
Oct 24, 2013, 12:48
 
Hey Nvidia, how's yer anus feeling right about now? A little puckered? A little sore perhaps?
"The horse I bet on was so slow, the jockey kept a diary of the trip." - Henny Youngman
8.
 
Re: 64-bit Cross-Platform Nitrous Engine Announced
Oct 24, 2013, 12:38
8.
Re: 64-bit Cross-Platform Nitrous Engine Announced Oct 24, 2013, 12:38
Oct 24, 2013, 12:38
 
From what I gather, I don't think this is focused on first person shooter gaming engines, Creston. That wheel has already been made. The only way I see it, you'd be able to control 10,000 interactive units in a game is through something like an RTS.
Avatar 24396
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