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DNF & Unreal Tech

Dec 13, 2000 5:48pm CST tags: Duke Nukem Forever
I generally shy away from posting comments made by 3DR guys on messageboards but this post by Brandon Reinhart talking about working on the DNF engine is pretty interesting stuff. (Thanks Eric). GreenMarine however talks quite a bit (Thanks Unreal-Universe) of the CPU bound limitations of the Unreal tech and how they are dealing with it at 3DR. Here's a bit:

The Unreal engine is heavily CPU bound, so our focus on optimization is more on releasing that CPU tension. For example: the Unreal engine uses span buffering for occlusion. This approach has a lot of benefits, but is CPU intensive. We have saved a lot of framerate by reducing the complexity of the span calculations and reducing the number of required calculations. This kind of optimization is unrelated to the render API layer. [...]

        

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