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Bron: Unreal Technology

Tim Sweeney heeft een vette post op de Unreal Tech Page geplakt, waarin hij een eindje weglult over Unreal & Direct3D. Hier heb je 'm (bijna) helemaal:

Our Direct3D performance and stability have increased significantly since version 225.   For the past few days, I've been swapping 3D cards in and out, tuning Unreal's Direct3D performance on all of them.  I'm not in the benchmarking biz, so I'm just going to give my personal reaction from playing, and say that the Riva TNT, TNT2, Matrox G400, and ATI Rage 128 are all very nice for playing Unreal now!

(Don't ask about the Riva 128, Rage Pro, and Permedia 2, they are worse for gameplay than Unreal's software renderer).

Everyone's complaint with Direct3D support in past versions of Unreal, on good cards like the TNT, has been "the average frame rate and benchmark numbers are fine, but there is major hitching and pausing during gameplay".  This was due to several factors, which I tracked down and fixed with help and advice from some driver writers.   The key improvements are:

Dramatically less memory usage.  My Direct3D code wasted tons of hidden, "behind the scenes" memory while swapping textures into video memory, leading to lots of virtual-memory swapping.

New texture management code, better optimized for Unreal's texture usage patterns.   I had been relying on Direct3D's built-in texture manager, which is slowed down by its generality.

The next patch ("when it's done") will incorporate the new Direct3D code.   This will be out before Unreal Tournament ships, and we'll be looking for feedback from players on its performance and stability.

I'd like to thank Ben de Waal, Sim Dietrich, and Doug Rogers at NVidia; Sameer Nene at Microsoft; and Eric Le at Matrox for providing cool advice and performance tips.

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