GAME JOBS
Contents
The Old Guard: An Interview with Tim Sweeney
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
June 7, 2013
 
Sledgehammer Games / Activision
Level Designer (Temporary)
 
High Moon / Activision
Senior Environment Artist
 
LeapFrog
Associate Producer
 
EA - Austin
Producer
 
Zindagi Games
Senior/Lead Online Multiplayer
 
Off Base Productions
Senior Front End Software Engineer
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
June 7, 2013
 
Tenets of Videodreams, Part 3: Musicality
 
Post Mortem: Minecraft Oakland
 
Free to Play: A Call for Games Lacking Challenge [1]
 
Cracking the Touchscreen Code [3]
 
10 Business Law and Tax Law Steps to Improve the Chance of Crowdfunding Success
spacer
About
spacer Editor-In-Chief:
Kris Graft
Blog Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Mike Rose, Kris Ligman
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
Education:
Gillian Crowley
 
Contact Gamasutra
 
Report a Problem
 
Submit News
 
Comment Guidelines
 
Blogging Guidelines
Sponsor
Features
  The Old Guard: An Interview with Tim Sweeney
by Brandon Sheffield [Business/Marketing, Design, Interview]
16 comments Share on Twitter Share on Facebook RSS
 
 
March 22, 2013 Article Start Previous Page 2 of 3 Next
 

It seems like we've gone so far in the polygon direction that it would take a significant spend and a lot of research to try to push in a different direction.

TS: Yeah. Polygons are nice for representing your scene that the idea that you can go with this smooth, seamless mesh that has nice properties like being planar... I have a hard time seeing the world moving away from that. And if you think about something like a skeletal animated character, trying to represent data like that in a voxel representation would be hopelessly inefficient.



Say you have two fingers and want to animate them independently, but they're close enough that they probably share some voxels in common; you want a polygon representation so these objects can be independent and move independently with no relationship between them. So I think polygons ultimately will always be our working scheme representation, but our rendering scheme representation is where you're seeing a lot of this innovation.

You can really look back and say, a-ha! The industry started inventing these techniques five or six years ago with screen space techniques like ambient occlusion, and now we're starting to realize that, instead of just doing that in screen space, you can also do it in a voxel representation of the world. They have in common this very regular structure that's easy to traverse.

I think we're going to see enormous innovation in these areas over the next 10 years because, with DirectX 11, you now have all this power of general-purpose vector computing hardware, and you can use a few teraflops of performance in traversing an arbitrary data structure. In the previous generation, we had to rethink everything in terms of pixel shaders and vertex shaders, and that rules out most of these techniques.

So the next few years are going to be very interesting. I suspect that a lot of developers will look at this from different perspectives and come up with entirely new techniques that we're not anticipating now.

What do you think about Carmack's solution to textures with id Tech 5, where every texture has to be specifically drawn?

TS: It's a neat idea that's kind of the extreme Carmack way of doing things, the brute-force, completely general solution to the problem. Some artist is going to want to customize any particular part of an object, and that makes it really easy to go in and paint over and customize any part of a scene to an arbitrary degree. That is certainly the general solution, and it's a very brute-force algorithm that gives you regular performance regardless of scene complexity, and gives you regular performance for streaming, which is really important.

I personally tend to be on the other end of the spectrum, which is that, rather than going at everything brute force, we want procedural authoring techniques to enable content developers to build small enough content and then amplify it by instancing, reusing, scaling, rotating, and customizing objects with minimal amounts of work. In Gears of War, you see that the same mesh was used maybe 20 times in different places. I think those techniques tend to be the best solution to the overall game development productivity problem because we want to go and create games with minimal effort. Although they're not as flexible, they do give you the greater amplification of both data and development effort, and, to me, that is always going to be a really desirable property.

You can envision the two ideas being combined. The thing that's awesome about Carmack's megatexture approach is that it gives you the freedom to customize everything. The drawback to it is it gives you the cost of everything being customized, even if it's not, because you have to store everything uniquely. What I would like to do is basically represent the world in some sort of hierarchical, wavelet-inspired way so that data layers that are zero or haven't been changed relative to their base aren't stored at all, and therefore don't incur any cost.

The idea is that you want to build a cool door façade and use it in 10 different places, and in three of those places you go in and do a custom thing on top of it. You're storing the data there, but you're only incurring the cost for the areas where it's actually being customized. Similarly, the idea with wavelets is you can paint at multiple resolutions and you can do perturbed geometry at multiple resolutions, so you might have a beautiful car mesh that's used in a bunch of places; then, in some places, you have it wrecked because you destroyed the high-level vertices or the lower-level detail versions of it, but the rest of the content is still there.

So, with a little bit of data, you've made a really interesting procedural modification to an object that already exists. I think nuanced techniques like that will win in the long run because they give you the full customizability of the Carmack approach without the full cost of using it everywhere.


Fortnite

I feel like there aren't really a lot of companies that are taking such a long-term view of things -- thinking five, 10, or 20 years ahead technology-wise, especially in games and also in terms of business models. Epic is thinking about that with Unreal Engine 4, but also with Infinity Blade being the company's most to-scale profitable game. How have you been able to take this view, where a lot of others aren't thinking past what they're going to put out next year?

TS: Well, being both an engine developer and a game developer forces us to think further ahead. Our big success with the engine came in the third generation, and that was because everybody else had just been finishing their previous-generation games, while we'd been building Unreal Engine 3 three years prior to Microsoft or Sony actually choosing their hardware for the generation. So we had this enormous investment that we'd already built up, and as soon as the industry moved over from that we were ready for it and everybody else was years behind. That gave us a huge advantage.

We've been doing that informally all along -- really trying to think ahead -- but that experience made it an explicit and clear part of our strategy. We need to stay ahead of the rest of the industry so we can be there with tools and technology when people need them. People don't realize they need them until they need them, so we must realize they'll need them three years before they need them, so that we can actually build them. That's been the challenge.

We have great relationships with the hardware companies -- Intel, Nvidia, and Apple. With the pure hardware manufacturers like Intel and Nvidia, we can talk about our roadmap with them and they can talk about their roadmap with us three, four, or five years out, and we can really line everything up. It's what's necessary. We have to start thinking of technology developers like Epic, Crytek, and Unity a lot like the hardware industry thinks of itself.

When Intel ships a CPU design like the new Sandy Bridge or whatever, it first envisioned that architecture seven years ago. They had to, because that's their development cycle and they have to go through this long series of processes to develop that from scratch to ship. We need to have a lot more engine development work in the pipeline. UE4 was in development simultaneously with UE3 for three years or more, plus a longer research cycle than that in advance. It's just necessary for survival and continuing to lead the industry forward.

 
Article Start Previous Page 2 of 3 Next
 
Top Stories

image
Microsoft's official stance on used games for Xbox One
image
Keeping the simulation dream alive
image
A 15-year-old critique of the game industry that's still relevant today
image
The demo is dead, revisited
Comments

Benj Edwards
profile image
Great interview, Brandon. It's always interesting to see what Tim Sweeney has to say.

Bob Johnson
profile image
Yeah interesting to see what happens as graphics get good enough.

I just tend to think that in terms of pure visual fidelity the brake should be applied a bit so it gets into balance with the rest of game design.

Johnathon Swift
profile image
Carmack's sentiment aside, if you think about it, were a loooong way from "good enough" on the high end. Can you tell the difference between a game and reality? If so we're not at "good enough" for the very highest games.

We're there for other things though. Farmville doesn't need to look any better, nor Angry Birds nor a DOTA clone nor... etc.

Bob Johnson
profile image
Well good enough doesn't mean they can't get more photo-realistic looking. It just means the tradeoff is making less and less sense.

There are more interesting things to do in games than to reach for the best looking visuals possible.

I guess I think of BF3 and destructible terrain and imagine they could have done even better visuals if they didn't have buildings blow up when you hit them. But that wouldn't have been as interesting.

Or I think of Minecraft and how interesting they made it and how much fun it is to play it despite the really low visuals. I mean imagine if they made that game but started with 1080p photo-realistic visuals? They would have never gotten anywhere on the same budget never mind they would have a smaller install base to deliver the game to.

Or I think of games that were fun to play 20+ years ago with crap visuals. And all because the decisions you made were interesting.

I like graphics, but ...it seems they tend to get in the way of interesting games. Maybe the same as Hollywood blockbusters and special effects.

Jakub Majewski
profile image
I would have to disagree on that "we're far from good enough" bit. I think we've been at "good enough" for at least a decade now. Let's consider what "good enough" means - it doesn't mean that this is as good as it gets. Nor does it mean that further improvements are so costly that this is as good as is worth doing. No, "good enough" just means - this is acceptable to our customers.

A good benchmark would be World of Warcraft. The game has improved in graphics a bit since initial release, but not that much - because around that point, the graphics were already "good enough". This is precisely the lesson that Asian developers took to their hearts - that really, if you're making a 3D game, all you need is 2003 graphics. The better you can do, the, uh, better - but not necessary.

Of course, there are very notable exceptions. Nobody buys Call of Duty for the engaging storyline or revolutionary gameplay. People buy these games, knowing exactly what they will find inside - an extraordinary tour-de-force of what game developers can do with the latest graphics. The gameplay? Well, that was already stale ten years ago when the very first Call of Duty came out. But the visuals and cinematic aspects of the game keep improving, and this is precisely what people come back for. So, for Call of Duty, there is a gameplay "good enough", but there will never be a graphical "good enough".

Amir Ebrahimi
profile image
Loved this part:

We came into 3D game development really seat-of-the-pants. When id Software created Doom, I looked at that and said, "Oh my god; they've invented reality. I'm giving up as a programmer. I'll never be able to do that." But, over the next few years, as they started to build Quake, I started to think, "Hmm, maybe I can figure out this texture-mapping stuff."

I never would think to hear these words from Sweeney; I appreciate his humility even at this late stage in the game.

Christian Philippe Guay
profile image
Quote of the year:
''TS: Some of Epic's most valuable people aren't in leadership roles.''

Wylie Garvin
profile image
On the last page, did he really say "building better schools and technology" or is that a typo ("tools" and technology) ?

brandon sheffield
profile image
whoa, yeah, definitely a transcription error. how that made it all the way through multiple revisions (including by sweeney), into the magazine, and then onto gamasutra is the stuff of MYSTERY.

thanks for the catch.

Benjamin Quintero
profile image
I wondered that myself when first reading the magazine... But I guess better schools are important to.

Caulder Bradford
profile image
As a graphics programmer and also a gamer I am not chiefly interested in photo-realism, but in more general quality, fidelity, and richness in visuals. I think we're at the point now where the rendering itself has gotten very very good, but the challenge now is just to really push the complexity of scenes. We have the quality, let's bring on the quantity. Not just clever batching techniques so we can see thousands of the same shrub populating a scene (albeit translated, rotated and scaled individually). I'm only laterally interested in photo-realism, I think of games and graphics as a way to show people things they've never seen or experienced before.

dario silva
profile image
Heres a demo of an employee demoing the GUI of Unreal Engine 4 - http://www.youtube.com/watch?v=IZrK_AFlrx8 - If the link is ever broken you guys can send me a facebook message here and i'll organize you a copy - http://www.facebook.com/?q=#/GAMEHERO.ZA

Joshua Oreskovich
profile image
I'm intrigued with this technology, the lighting structures are outstanding in particular my eyes are drawn to the reflections. Also after seeing what 2k has done with the art is impressive to say the least.

Bruno Xavier
profile image
They try to incorporate some Unity concepts in Unreal 4, nice.
But, they aim these smart tools on giant companies that doesn't really need them... Kinda weird.
By the time a UDK based on UE4 is out there, indies are still all happy with Unity 5,6... 7.
Maybe Epic don't really care about Unity... If there were me in charge I would at the same time push all those 1.5m lone wolves to under my belt with a newer UdK and try to stop Unity from porting to every single platform out there.

Babak Kaveh
profile image
... sooo... when will we get to play with Unreal 4 features in the free UDK?

Kevin Reese
profile image
The Unreal Engine is such an all-around success story. Performance on it has always been so tops. Haven't used the SDK but assume by its popularity that its pretty damn good too.

In a perfect world anyone from that programming team should always have beers bought for them any time they walk into a bar.


none
 
Comment:
 




UBM Tech