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Epic acquires RAD Game Tools

epicgames.com

151–160 of 194 posts

Re: Epic acquires RAD Game Tools

#151
post #33

The history of RAD is a history of media read speeds - playing back full-motion video from a CD on a PS2 with its near-zero available CPU resources was a superhuman effort. So low-overhead (fast) decompression is essential for AAA titles. But recently I guess developers think disks are fast enough now, because PC games have been using more uncompressed assets to free up CPU time, massively bloating install size. Curr…

> consumers for tolerating massive install sizes

You don't find out until after you've bought the game...

Re: Epic acquires RAD Game Tools

#152
post #137
post #131

Earlier quoted context omitted.

Yeah, those Switch sales are tanking, while PS 5 and XBox X/S pile unsold on the store shelves. Ah, you mean that 1% market share on Steam, sorry.

Not sure about Switch, but recent AMD based consoles should have good video decoding capabilities. You can do fine without Bink there. So instead of trolling again, analyze where it's heading. I don't see any reason why Bink can't be replaced by free codecs.

:D It's heading towards what you predict at the speed we're heading to be in the year of linux on desktop.

PS4/XB1 have been enormously more powerful than PS3/Xb360 and yet almost all games on those consoles that play a video do it using Bink even if both consoles have that AMD hardware you mention.

The current generation PS5, etc is way more powerful than PS4, and yet bink still seems to still dominate in the limited titles that we can see.

Re: Epic acquires RAD Game Tools

#153
post #60

Earlier quoted context omitted.

I heard that the main issue with decompressed assets was audio, not video (granted, video is image and audio so one is a strict superset of the other). One game - Titanfall or a CoD game, IIRC - had something like 20 GB of uncompressed audio in a 35GB installation footprint. Rationale was saving CPU cycles. Meanwhile here I am with a sound card in my desktop PC for no real reason anymore :\

That doesn't really compute. Audio decompression is pretty light on CPUs these days. It takes about half a second in a single core to decompress a 4 min MP3 to WAV in my 2012 MB Air, including writing to disk. In a gaming machine it will be way less. If anything, the audio could be decompressed and cached on demand, when loading levels, or even during installation. Also sound cards do not participate on the decompres…

Couple of things to note: MP3 is not appropriate for use in real time due to a variable amount of silence added to the start of the sample intrinsic to the compression. You can sometimes use it for music But if there’s any changes based on game events mp3 is unusable. A lot of work has been put into optimizing mp3 including at os and hardware levels but that’s not usable in games. Commonly it’s some custom spin on vorbis which is

Additionally, there can easily be 20-40 sounds playing at once, more if you haven’t optimized yet (which typically happens in the last few months before release). These also need to be preloaded slightly, and once playing stream from disk, so source starvation needs to be handled and the codec needs to not be glitchy if missing some packets.

It’s also happening in a system that needs to be real-time and keep each frame timer on the order of milliseconds, though Moore’s law moving to parallelization has helped a lot. You’d be surprised how under powered the consoles are in this regard (caveat: I haven’t developed on the upcoming gen, which is getting better)

As for loading and caching on demand, that’s limited by memory, given the sheer amount of samples used in games, it’s just not practical. For specific example in a very well known game, there are over 1600 samples for boxes hitting stuff (impact sounds). What I’m building right now is meant to make generative audio easier and reduce the number of samples needed, so more tools to process sound could make this naive caching approach practical

Re: Epic acquires RAD Game Tools

#154

I’ve been using unreal for the past 6 months to make a game. It’s not as easy to get started with as unity is, but if you are good at figuring stuff out then it’s just a powerhouse. The renderer is incredible, the workflows are modular, you can work in a data driven way, you can modify skeletal animations in-engine, performance is amazing, etc etc etc. It’s also stable, and non-production ready features are clearly i…

You are welcome to return and share your work in seven days!

Re: Epic acquires RAD Game Tools

#155
post #22

What is the point of making custom codecs for Bink, instead of using state of the art free codecs?

If you get video streaming with decent resolution and frame rate running on a PS1 directly from a CD using AV1 leave me a note. That'll be a good hire.

Re: Epic acquires RAD Game Tools

#156

Earlier quoted context omitted.

Because pricing on stuff like that is negotiable and they don't want people to have a starting point.

Or less favorable take from Joel Spolsky: "Bad Idea #2: How Much Money Do You Have? Pricing." https://www.joelonsoftware.com/2004/12/15/camels-and-rubber-... I too find those companies weird. They seem to have nice product, website boasts how nice it is, but: no publicly available documentation, evaluation SDK, no pricing, only thing that's there is sales@ address. And while their product might be good it isn't reall…

If nothing else, libavcodec is LGPL.

Re: Epic acquires RAD Game Tools

#157
post #85

Earlier quoted context omitted.

Makes sense. If it were just video it'd seem like it would be cheaper to include an h.264 chip, they're a lot more common and you get the same thing

Encoding videos across consoles in h.264 is a pain and unreliable. I did it, and so I can see why a big budget title would use blink. Each console has its own odd and undocumented requirements for the encoding specification. Think 1079p at 29.99fps pm one console while vannila 1080p 30fps on another. Get it wrong and your video is blank with only a "failed to decode" in the logs.

But there's relatively few consoles out there, which makes the situation much more tolerable.

On the PC, all formats are theoretically supported, but there's always that one person with an outdated AMD driver and Korean Windows XP.

I'll take a small handful of weird but very specific specs over the PC situation any day of the week.

Re: Epic acquires RAD Game Tools

#158
post #122

Of all the RAD offerings Telemetry is the most special. It lets you record millions of CPU profiling events (thousands per frame) with extremely low overhead, and then shows those events in a hierarchical timeline. For game optimization it is completely unique and literally game changing. It will show you where your hotspots are, where your threads are starving out, which CPU core is running an event (and when it is…

How does it do these things without a high CPU overhead?!

Based on no knowledge at all about Telemetry, probably something similar to the amazing trace functionality in the Linux kernel.

That is: non-shared (per-cpu in Linux) ring buffers, small simple events, and formatting done after the fact.

Re: Epic acquires RAD Game Tools

#159
post #153
post #60

Earlier quoted context omitted.

That doesn't really compute. Audio decompression is pretty light on CPUs these days. It takes about half a second in a single core to decompress a 4 min MP3 to WAV in my 2012 MB Air, including writing to disk. In a gaming machine it will be way less. If anything, the audio could be decompressed and cached on demand, when loading levels, or even during installation. Also sound cards do not participate on the decompres…

Couple of things to note: MP3 is not appropriate for use in real time due to a variable amount of silence added to the start of the sample intrinsic to the compression. You can sometimes use it for music But if there’s any changes based on game events mp3 is unusable. A lot of work has been put into optimizing mp3 including at os and hardware levels but that’s not usable in games. Commonly it’s some custom spin on vo…

> For specific example in a very well known game, there are over 1600 samples for boxes hitting stuff

That almost sounds as if it could be worthwhile to synthesize on demand from a very small set of (offset/overlaid) base samples through a deep chain of parameterized FX. With 1600 FX parameter preset tuples as the MVP, bonus points for involving game state context.

Re: Epic acquires RAD Game Tools

#160
post #132

Earlier quoted context omitted.

Another thing that changed from say 10 years ago, some games have better launchers and ways to configure them. What I'm hoping to see at this front, since install sizes are bloating, that the installers/configuring becomes slightly more advanced. When I install a game I want to be able to choose the following at install-time: Texture Packs (main blobs that takes up a lot of space - why download 50GB if you need the 1…

A 1TB SSD drive costs around 100 (€/ $). A person who enjoys tweaking their PC likely can easily get terabytes of storage space. I don't really see the utility of fiddling with 10GB here and there...

Not everybody has gigabit FTTH. On a 25 Mbit connection waiting for humongous downloads really sucked when I wanted to play a bit of GTA 5 (not even online!) after not touching it for a few weeks.
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