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.
Mashiki Amiketo wrote on Oct 24, 2013, 23:44:Yakumo wrote on Oct 24, 2013, 19:25: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.
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.
Mashiki Amiketo wrote on Oct 24, 2013, 23:44:Yakumo wrote on Oct 24, 2013, 19:25: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.
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.
Yakumo wrote on Oct 24, 2013, 19:25: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.
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.
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.
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.
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.
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.
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.
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.
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.
Beelzebud wrote on Oct 24, 2013, 12:55: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.
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.
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.