Elder Scrolls 4: Oblivion interview - interview
(hx) 11:39 PM CET - Nov,09 2005
- Post a comment Bit-Tech
let us know they have posted
an interview with producer Gavin Carter talking about
Elder Scrolls 4: Oblivion
(PC/Xbox 360), the fourth installment in the "Elder Scrolls" series.
There's some great info in there, including the problems of working with a
unified graphics architecture and the advantages of working with multi-threaded
architecture. Here's an
excerpt:
BT: The Xbox processor will be multiple core, which at the time of
Morrowind (2002) was a nearly unthinkable idea for a gaming PC or console.
However, by the release of ES4: Oblivion (now 2006), the Pentium-D and Athlon 64
X2 dual-core processors will be even more common place. The Pentium-D EE even
features hyperthreading on each core! Will Oblivion be written to make use of
these new features on the PC? If so, have you determined how threads will be
divided (by class, like AI, physics, etc, or by immediate priority where physics
could dominate two threads if little AI is present)?
GC: Oblivion will absolutely benefit from a multi-processor or multi-core PC
architecture. These improvements have largely been driven by our optimizations
for the Xbox 360 hardware. We have built a dynamic thread management system that
manages processor load by our specific direction and by priorities. Portions of
physics, AI, loading, audio, and rendering tasks can all be moved to different
threads to keep the overall load balanced. The net result for the end user is a
smoother experience.
BT: On a further Xbox to PC issue, there has been much talk of ATI's
Unified Shader Architecture in the Xbox 360. However, this technology is not
available on PCs currently, and will likely not be until at least the release of
Windows Vista at the end of 2006. So will this be a benefit to Xbox users that
they have it, or will there be no visible difference in speed for PC users? Will
the PC version require being patched to make use of this if and when the
technology shifts?
GC: The unified shader architecture definitely does help with the speed of
shader processing. Plus, it's completely transparent to developers as the
optimization all occurs behind the scenes on the hardware side of things.
However, we've optimized our shaders so that the overall difference between
Oblivion running on the Xbox 360, and Oblivion running on a fast PC with a
Shader Model 3.0 card should be slight. We're locking the framerate at 30fps on
the 360 so you probably won't see framerate improvements vs. the PC, but you
might see a more stable framerate.
|