- Jan 2, 2014
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Longtime Anand reader, first time poster.
I've been following the progress on the Oxide engine, mainly via the Stardock Forums (Brad Wardell, aka Frogboy, often posts interesting tidbits).
Recently, Brad posted some new comments about the Nitrous engine here:
http://forums.elementalgame.com/451041
And, also replied to some more technical questions about Nitrous, Mantle, and DX11 here, and also about the Star Swarm Benchmark:
http://forums.elementalgame.com/451041/get;3430478
See replies #24 and #25
Here's some quotes from above linked replies:
The asynchronous engine threading, and DX 10/11 performance supposedly being 2 orders of magnitude faster are comments I found quite fascinating, hence my need to share with the collective here... This sounds like great news all around.
Of course, as Brad also noted in his first post, Nitrous isn't anywhere near ready for 3rd party licensing, and I am not seeing any game titles mentioned in associated with the Nitrous engine yet, but nonetheless I'm pretty excited to see where this ends up.
I've been following the progress on the Oxide engine, mainly via the Stardock Forums (Brad Wardell, aka Frogboy, often posts interesting tidbits).
Recently, Brad posted some new comments about the Nitrous engine here:
http://forums.elementalgame.com/451041
And, also replied to some more technical questions about Nitrous, Mantle, and DX11 here, and also about the Star Swarm Benchmark:
http://forums.elementalgame.com/451041/get;3430478
See replies #24 and #25
Here's some quotes from above linked replies:
And, in answer to the question 'Why hasn't any big developer done this as of yet?'Oxide's engine, Nitrous biggest advantage is that it is completely asynchronous in its rendering. The engine is not tied to a thread so the more cores you have, the faster it gets.
The biggest advantage of Mantle is that unlike DirectX, Mantle is truly multicore aware. With DirectX 11, more cores don't buy you nearly as much. That said, Nitrous, even on DirectX, is still two orders of magnitude faster than say a typical DirectX 9 engine.
A Mantle optimized game can show a massive performance gain depending on how many cores the user has on their CPU. Contrary to what I read on some forums, most games remain CPU or video driver bound (i.e. the GPU is waiting to be fed). Mantle lets you get a lot more stuff onto the GPU.
And finally, because I KNOW y'all like benchmarks...The reason is that it is non-trivial. Stardock internally couldn't build this and we have some extraordinary talent. The GalCiv III engine, written from scratch with DirectX 10/11 in mind, can't touch Nitrous and make no mistake, the GalCiv III engine is very good. But Nitrous is something I've never seen before in my career.
I know I'm not the only one who was dubious at the idea of having a completely core-neutral 3D engine. Who manages the jobs? How do you synchronize tasks? How do you take care of ordering?
In a normal modern 3D engine (and when I say modern I mean, an engine that would normally be written in 2013) you would have a dedicated thread for the job system with a bunch of worker threads that handle executing on that job system. That will get you pretty far and requires DirectX 10/11 to do because it means multiple threads will be touching the GPU.
But Nitrous has no concept of dedicated threads with specified jobs.
Being able to show thousands of units on screen at once is the thing the guys get geeked out at the most. But when it gets demoed, that's not even the thing that catches peoples eyes the most. Instead, it's how things get rendered. The Nitrous engine is basically a real-time version of renderman (i.e. the CGI you see in movies) so the way light and materials work is radically different.
So, it looks like we will be able to see for ourselves, on our own 64 bit machines at least, a Nitrous implementation soon!BTW, Star Swarm (the benchmark) is going to go up on Steam this month so all this admitted hyping I'm doing is something you will be able to verify first hand in a few weeks.
The asynchronous engine threading, and DX 10/11 performance supposedly being 2 orders of magnitude faster are comments I found quite fascinating, hence my need to share with the collective here... This sounds like great news all around.
Of course, as Brad also noted in his first post, Nitrous isn't anywhere near ready for 3rd party licensing, and I am not seeing any game titles mentioned in associated with the Nitrous engine yet, but nonetheless I'm pretty excited to see where this ends up.