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Capcom Onimusha 3 PC tech. interview
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Juomaru
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Capcom Onimusha 3 PC tech. interview

I just want to jog down a few high points on a published Japanese article/interview with one of Capcom developer people at Tokyo Game Show 2005. (I rewrite the sentence but the meaning is there ... I can't direct quote)

Q: It is said that the PC version of "Onimusha 3" ... Capcom's developing has been optimized to Pentium D dual core CPU (from my last post). What are some of the differences between PS2 and PC version?

A: The game is essentially the same. 3 main aspects are strengthened: bump map, the source of light processing and blur.
As for the dual core optimization, a part of the top/apex shader (Vertex Shader) is turned to the second core of CPU for calculation.

Q: About how many threads will be running?
A: Can't tell. Still under development.

Q: Is there a difference in the performance in a single core, Hyper-Threading technology, Hyper-Threading technology and a dual core? Or, how if it is Pentium Extreme Edition?
A: Quite a difference

Q: Is the structure simply the start of two threads, and the allotment of one as the top/apex shader?
A: It probably is the feeling that but it did not become such simple structure. This is the result of various trial and error during development.

Q: Why Onimusha 3 is chosen as a dual optimization title?
A: This is a well-known Capcom title, and some development guy made that decision.

QBig Grinoes Onimusha 3 have the groundwork that is able to be operated by the MultiThreading from the development of PS2 edition?
A: It is possible to say that the code concerning MultiThreading is made from one completely in the PC version.

Q: Game engine/benchmark corresponding to dual core CPU did not exist officially up to now (There are "Mechanoids" etc. of Futuremark assuming that it is unopened to the public) In this regard, how does an actual game title have a clear advantage?
A: Simply, calling benchmark, it is to show what little difference comparing between a number to the former number. With onimusha 3, for example, that a certain option is made enabled, you will see and feel the difference ... you would like to keep/enable those visual changes.

Q: Certainly, if it is a frame rate and other externals stuff, it might be more comprehensible. Isn't it better to let the graphics chip handle apex processing, and the CPU deal with frame rate and other external stuff?
A: If the apex processing is left to the high-end graphics chip, then CPU might not have to be a dual core.
The technology of "Pre-Computed Radiance Transfer" (prior calculation radiation brightness spread) is used in the PS2 edition. The influence of the source of light is calculated in short beforehand. How much one can this draw out when this operation is done with the DirectX 9.0c base though this is the one to put a natural shadow on the object.

Q: So it is automatically turn on/off on certain parts with dual core CPU utilization? Or it reaches the point where it can set by the user optionally?

A: When the PS2 edition is made originally, the RAW data (So-called "original image" before it compresses) is prepared by equivalent high resolution ... tne way/the feeling of a basic high resolution of the PS2 environment. When the option for a dual core is effectively done, I think that it will take it a near quality to the RAW data. Because Onimusha 3 is not "Work", for a commercial product that a lot of people should be able to play as much as possible.

Q: There is a "Light mode" is prepared with CPU of the Pentium III/1GHz class?
A: In the light mode, the target is operating by CPU of around Pentium III/1GHz and the chipset onboard graphic.

09-19-2005 05:24 AM
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