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#1 2009-08-30 3:51 am

Bat
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Capcom Producer Kawata on RE5 PC, review@FS

Console gamers have been dealing with the infected from Resident Evil 5 since March. According to the latest information the PC version of the game will be released on September 14 (North America) respectively September 18 (Europe).

PC Games Hardware had the opportunity to send in a couple of questions to Capcom Producer Masachika Kawata. This is what he answered:

PCGH: Did you develop your own engine for Resident Evil 5 or did you license a technology? What were the reasons for developing your own technology/using middleware? What are the advantages when utilizing your own technology/a commercial product?

Masachika Kawata: We use our own proud game engine, ‘MT Framework'. The current version is compatible to PC (DX9/DX10), Xbox 360 and Playstation 3 formats. It allows the sharing of application source code and resources for each platform that exempts us from the need of individually developing for each platform in case of a multi-platform title such as RE5. Also, by continually researching and developing a game engine internally we can maintain high standards of technology and stay up to date. This then means that we can alter the engine as we like, even when we update the hardware. Another benefit is that it allows information sharing between systems and applications so the application could demand a change to the system or vice versa, very speedily.

PCGH: Your game has already been developed for the consoles (Xbox 360/PS3) and will at the moment be developed for the PC. Can we nevertheless speak of a pure cross platform development or do you heavily adjust your base technology for the PC as a platform?

Kawata: Fundamentally we will accurately port the console version but utilise the advantages for PC such as improved graphics and more powerful CPU. This has resulted in improved frame rates and higher resolution game screen. We have also added a game mode for after completing the game first time round, ‘Mercenary Mode' with increased number of enemies on screen. We also natively support Nvidia's 3D Vision and realistic 3D gaming is possible with 3D lenses.

PCGH: If you develop a special PC build of Resident Evil 5 and not a simple console port, what are your reasons to do so? What technical features can only be realized with the PC as platform? What are the main differences between the console and the PC version as far as general technical aspects as well as the visuals is concerned?

Kawata: That would be to fully utilise the hardware advantage. In terms of graphics, the console version was already ‘over-specced' so even by using the same resources the high resolution environment of PC will draw out the full potential of what we have created. Due to various limitations we had to maintain the frame rate of the console version at 30fps so the PC version will feel a lot smoother in comparison.

PCGH: In general, how far do you try to utilize modern rendering techniques like Parallax Occlusion Mapping, Soft Shadows, HDR, a lighting model with Deferred Shading, Screen Space Ambient Occlusion, Shader Model 4.0 or post effects like Tone Mapping, Depth of Field or Motion Blur? Can you please give examples how this modern rendering techniques are utilized in the PC version of Resident Evil?

Kawata:We've implemented HDR, tone mapping, depth of field and motion blur from your list. But to be honest we tried our best in allowing the game to run at high frame rate rather than packing it with all the wacky latest technologies.

PCGH: When developing your title for the PC do you try to leverage very modern PC technologies like Dual GPU Rendering/SLI or Crossfire Systems? In other words: As far as overall performance is concerned, can players increase it remarkably by buying a second graphics card or a card with two GPUs? Do you have to add the support for multi GPU setting when developing the PC version?

Kawata: We have confirmed that when running SLI the performance increased by about 80 %. (180 % compared to single card environment) In order to fully utilise multi GPU we had to reduce the inter-frame dependency and we have done exactly that.

PCGH: It is no secret that an engine developed for a cross platform development has to be multithreaded. As far as the technology for the PC version of Resident Evil 5 is concerned will it be heavily optimized for multithreading? Will the engine scale well with four or more cores? If yes, up to how many cores could be supported and can you give some detail about the thread structure?

Kawata: RE5 supports a maximum of 8 cores and 8 threads. We have also confirmed that at 8 cores the performance is 350% compared to a single core. Threads consist of rendering, sound, network and general threads so more the number of threads, higher the performance and this relationship is scaleable.

Plus more on stereo glasses, physics, etc.

Well, there's a game you Mac Proers, at least on the CPU side. Dv can dream of octo-cores, and we'll see where the bottlenecks are, and at what settings and resolutions. I think we can be pretty sure a MP will need more than the base card to run high settings with good framerates, or I foresee cores twidding their electric thumbs waiting for screen updates.

title ed

Last edited by Bat (2009-09-18 11:40 pm)


If all economists were laid end to end, they would not reach a conclusion - George Bernard Shaw

"Fire up a colortini, sit back, relax, and watch the pictures, now, as they fly through the air."

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#2 2009-08-30 5:48 am

Bat
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From: Björk, Björk
Registered: 2001-05-14
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Re: Capcom Producer Kawata on RE5 PC, review@FS

A little more.

PCGH: Will the PC version of Resident Evil like done with previously Capcom titles like Lost Planet or Bionic Commando be upgraded with support for DX10/DX10.1 or even DX11? What was or were the deciding technical advantages of the DX10/11 API/Shader Modell 4/5? In what way does it allow you to optimize or simplify the rendering process in your game? From what DX10-feature do you think your games profits most? Will the DX 10 (10.1) visualization differ substantially from the graphics that are rendered with DX 9 hardware or will DX10/10.1 just speed up the rendering process? If there are special DX 10/10.1 visuals, what are the graphical features that can only be rendered with shader model 4 hardware?

Kawata: RE5 Will support DX10. This is mainly because our game engine, ‘MT Framework', already supports DX10. We also intend to encourage the gamers to shift to DX10. The rendering process has become even more complex due to the co-existence with DX9 thus to really fully utilise DX10 we'd even need to look into the option of letting DX9 go as a whole. Although RE5 does not have any DX10 specific feature, it does however benefit from less memory usage, faster loading and more stable windowed mode.

PCGH: Finally: Can the previously benchmark released with the demo be found in the final version of the game, too? Does the chosen benchmark scene reflect the real hardware requirements of the game?

Kawata: There will be benchmarks included in the product version. There will in fact be 2 benchmarks to minimise the result being affected by the software and accurately reflect the hardware environment.

Gee... DX10- less memory usage, loads faster, more stable. Doesn't sound like that 'runs slower' biz, Mr. T. Streamlined, more efficient rendering, esp. in the 10.1 mode NV pushed to have yanked from Assassin's Creed when it made them look bad. Must be an NV thang. wink


If all economists were laid end to end, they would not reach a conclusion - George Bernard Shaw

"Fire up a colortini, sit back, relax, and watch the pictures, now, as they fly through the air."

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#3 2009-09-18 11:39 pm

Bat
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From: Björk, Björk
Registered: 2001-05-14
Posts: 28541

Re: Capcom Producer Kawata on RE5 PC, review@FS

Review at FS.

Ten years after the Mansion Incident at Raccoon City, Chris Redfield is still hard at work trying to clean up the Umbrella Corporation’s mess. Co-founder of the Bioterrorism Security Assessment Alliance, he has just been dispatched to a remote desert village called Kijuju, where he meets a local BSAA agent named Sheva Alomar. She is to help him catch a known terrorist who is trying to sell a bio-organic weapon on the black market. It is soon discovered that something seriously wrong is happening to the people of Kijuju… Chris and Sheva must work together and search out the cause of the strange happenings, the very source of the BOW threat. Welcome to Africa.

This seventh game in the series seems to be even more action-oriented than RE4, the first to take a radical turn from the classic survival horror style of gameplay. In RE5, puzzles take a backseat to large-scale battles against many infected, and one stage is set entirely on rails behind a mounted machinegun. Additionally, a cover system has been implemented to facilitate combat with enemies that shoot back at you. More guns, more thrills, but will it still give you the chills?

While we had to wait 6 months for the PC version, it brings with it better graphics, free online multiplayer, enhanced keyboard/mouse controls, an improved Mercenaries minigame, and more! Of course, all of that is for naught if the core game itself isn’t any good, right? Even though you probably have read reviews for the console versions or maybe even played them a bit yourself, just pretend you didn’t and proceed!

As promised, something for Meta:

NVIDIA 3D Vision
Resident Evil 5 is the first game to be officially certified as “3D Vision Ready” by NVIDIA. This means that, when paired with a modern GeForce video card and select LCDs or HDTVs, their 3D Vision glasses will deliver the ultimate visual experience! Or something like that… The entire game, from the menus, cutscenes, and of course actual gameplay, is displayed in eye-popping stereoscopic 3D.

This isn’t your grandma’s venture into the Z-axis, either, with the flimsy cardboard eyewear and blurry, tinted image. They look just like regular sunglasses, no wires or anything, and a few hours’ charge with a standard mini-USB cord will provide up to 30 hours of 3D gaming goodness. They have the slightest bit of weight that make extended sessions cause slight discomfort for the bridge of your nose, but otherwise you can almost forget you’re wearing them. Except when you try using them simultaneously with circumaural headphones – that combination just doesn’t fit at all.

http://www.firingsquad.com/games/reside … pc_review/


If all economists were laid end to end, they would not reach a conclusion - George Bernard Shaw

"Fire up a colortini, sit back, relax, and watch the pictures, now, as they fly through the air."

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#4 2009-09-19 1:42 am

Bat
Flawless Cowboy
Royal Wombat
From: Björk, Björk
Registered: 2001-05-14
Posts: 28541

Re: Capcom Producer Kawata on RE5 PC, review@FS

PCGH: Will the PC version of Resident Evil like done with previously Capcom titles like Lost Planet or Bionic Commando be upgraded with support for DX10/DX10.1 or even DX11? What was or were the deciding technical advantages of the DX10/11 API/Shader Modell 4/5? In what way does it allow you to optimize or simplify the rendering process in your game? From what DX10-feature do you think your games profits most? Will the DX 10 (10.1) visualization differ substantially from the graphics that are rendered with DX 9 hardware or will DX10/10.1 just speed up the rendering process? If there are special DX 10/10.1 visuals, what are the graphical features that can only be rendered with shader model 4 hardware?

Kawata: RE5 Will support DX10. This is mainly because our game engine, ‘MT Framework', already supports DX10. We also intend to encourage the gamers to shift to DX10. The rendering process has become even more complex due to the co-existence with DX9 thus to really fully utilise DX10 we'd even need to look into the option of letting DX9 go as a whole. Although RE5 does not have any DX10 specific feature, it does however benefit from less memory usage, faster loading and more stable windowed mode.

O-K... however, FS notes

Included with the game is a very handy benchmarking tool with two tests, each with its own applications. The “Fixed” benchmark renders the same scene every time and is useful for comparing results with other systems. However, it’s not indicative of in-game performance, but that’s where the “Variable” test comes in. This one takes about 5 minutes and demonstrates 4 different gameplay situations with AI controlling both Chris and Sheva. Using the results shown at the end, you should be able to make an educated decision as to what settings to play on.

When the game launcher loads, you are given a choice between DirectX 9 and DirectX 10 versions of the executable. The two are virtually identical, both visually and performance-wise. Officially, the only reason to run DX10 is that it’s required for NVIDIA’s 3D Vision, which is a moot point for the vast majority of you. As such, you can skip to the next section, but if you’re curious…

RE5 is built from the ground up for 3D, and it shows. While other games are compatible to varying degrees, this one is meant to work perfectly with it. 3D Vision is in no way required to enjoy the visuals, but it does make a difference in immersion that you have to see to believe. The performance hit is not what you’d expect either, at only about 30%. This is certainly acceptable when you consider the added cost and where it should lie on your list of priorities. Meaning, if you’re spending the extra green on a 3D setup, you probably have the beefy rig to make it shine.

Be on the lookout for a dedicated 3D Vision performance and impressions article shortly.

My bold. Noted earlier, Mr. T, is that

In order to maintain a fluid framerate throughout 3D rendering, the process requires a true 120Hz refresh rate – basically, 60Hz for each eye. At the moment, few displays support this; only two LCD computer monitors are listed as compatible on the NVIDIA website. To try out the setup, I was provided the 22” Samsung 2233RZ, which has actually made a noticeable difference outside of 3D compatibility. A higher refresh rate means a higher effective framerate in 2D games and I could swear I even saw a difference in Windows Aero, with something as simple as moving a window around the desktop looking so much smoother.

...and while not as bad as RE4 for controls,

As the game’s native control scheme, I found the controller to be better than the improved keyboard/mouse mechanics. Sure, you have a lot easier time aiming with the mouse, and more hotkeys could come in handy, but otherwise it’s a bit awkward. It’s obvious that Capcom has put a lot of effort into making a third-person shooter work on a gamepad, refining the controls introduced in RE4. For example, I use control type D, which isn’t unlike how a console FPS is controlled, allowing you to strafe and use the trigger to fire. A very cool feature is the dynamic switching between a gamepad and keyboard/mouse. Simply using one or the other instantly changes the control scheme and on-screen prompts without having to open the menu.

Somehow I have a hard time believing most PC games, particularly shooters, can't improve on console controls, however good, as long as the controls are assignable. Mouse aim alone is usually enough. Capcom tries for once, but perhaps falls short.


If all economists were laid end to end, they would not reach a conclusion - George Bernard Shaw

"Fire up a colortini, sit back, relax, and watch the pictures, now, as they fly through the air."

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