
¿¡Ah Poco!?: El Reto Futuro De Los Motores Graficos
Esta es una interesante entrevista realizada a Tim Sweeney quien es co-fundador de Epic Games y co-creador del motor grafico usado desde entonces Unreal Engine que va en su version 3 y es usado en Gears of War, Splinter Cell, Borderlands, Mass Effect, Batman: Arkham Asylum y muchos mas.
En la entrevista nos habla sobre los retos futuros que los desarrolladores de videojuegos enfrentaran en cuanto a usar mejor el hardware actual -y el del futuro cercano-, asi como mejorar los algoritmos de la inteligencia artificial, capturas de movimiento y usos de algoritmos colplejos para la gesticulacion de los personajes.
En su primer punto es el hacer un uso mas optimizado e intensivo de los presentes y futuros procesadores multi-nucleos, ya que UnrealEngine 3 apenas y usa 2 nucleos cuando ya existen procesadores de 6 nucleos en el mercado casero y de 8 a 10 para servidores.
El mayor objetivo sera tener graficos con ambientes mas cinematicos y efectos mas simulando la realidad, con pocos efectos diente de sierra, bajones en la velocidad de cuadro, gestos y movimientos mas reales. Para esto se tendran que usar texturas en verdadera Alta Resolucion, un uso de vectores mas amplio y complejo, mayor cantidad de pixeles por cuadro, etc.
Tambien, el reto que sera programar una Inteligencia Artificial mas "humanizada" que responda de una manera mas similar a como lo haria una persona del mundo real. Para ello sera crear algoritmos tan complejos que simulen muy bien la forma del pensamiento humano en al toma de decisiones y respuestas reflejas.
Algo curioso es que no le ve mucha relevancia a la evolucion de los videojuegos a sistemas de captura de movimiento en tiempo real como el MS-Kinect o el Move de Sony o los controles con acelerometro de nintendo.
Para cerrar habla del futuro UnrealEngine 4 que saldria para el 2014-2015 y que seria su plataforma de desarrollo para la futura generacion de consolas y desde luego computadoras.
John Gaudiosi escribió:
Epic Games Founder Talks Tech
Tim Sweeney talks about the future of gaming.
Tim Sweeney is the man behind the curtain at Epic Games. Although he's founder and CEO of one of the world's most successful independent game studios, Sweeney often lets others take the spotlight when showcasing new games and technology. A programmer at heart, Sweeney devotes the majority of his time these days working on Unreal Engine 4. He's always looking to the future of technology and how game development can improve with the right tools. Sweeney takes out his crystal ball and talks about the future of gaming in this exclusive interview.
[..]
What's the biggest challenge you foresee in shifting from the current engine to Unreal Engine 4?
The big challenge that's going to be coming up in the next decade is scaling up to tons of CPU cores. The way we write software today in Unreal Engine 3 is to have one processor handle all the graphics and it's only a single CPU core with another processor that's dedicated to all gameplay that's running on another CPU core. The next challenge is going to be scaling up to tons of CPU cores. But once you have 20 cores, you can't easily say this one is going to be for animation and this one is going to be for details on the face of the character, because all these parameters change dynamically as different things come on screen and load as you shift from scene to scene. So the big challenge will be redesigning our engine and our workload so that we scale more of these different computer tasks between CPU cores seamlessly in real-time and dynamically so that you're always getting the maximum computing power out with the engine, regardless of what sort of work you're doing.
How do you see game development evolving over the next decade?
I really see two major milestones coming up for games in the very long-term future. Number one is achieving movie quality graphics and movie quality pixels on the screen, which mean no flicker in the visuals, no popping artifacts, no bulky character outlines on the screen at all. I see that actually occurring over the next ten years. I expect I'll be actively programming at the time we've achieved full movie-quality graphics because that's really just a matter of brute force computing power and clever algorithm. We know exactly how to do that. We just haven't been able to do it because we don't have enough terra flops or petta flops of computer power to make it so. I expect over the next ten years we'll a real revolution in that area as we make up this missing gap between where we are today and everything movies are doing.
What's the other major milestone?
The other area is simulation of human aspects of the game experience, simulation of gameplay characters, artificial intelligence, character dialogue and all of these other things which aren't really problems of brute force computing. They require increasingly sophisticated algorithms and simulation of human intelligence. I have no idea when those problems will be solved. I'm quite sure they won't be solved in the next ten years. They may not even be solved in my lifetime, but those are all problems that require understanding how the human brain works and trying to simulate that with varying degrees of accuracy. We've seen very, very little progress in these areas over the past few decades so it leaves me very skeptical about our prospects for breakthroughs in the immediate future.
What are your thoughts on the impact motion controls from Wii to PlayStation Move to Kinect will have on games moving forward?
The trend started by Nintendo's Wii with the motion controller and picked up by Kinect at Microsoft and PlayStation Move at Sony is very interesting. It's not clear to me that it's going to have a significant or sweeping impact on gaming. It could be that these are a great step forward for making games more accessible to a more mainstream, non-hardcore gamer audience, but I think ultimately the difference in input we provide to a game is relatively insignificant. If you look at first-person shooters, for example, you can play these games on a PC with a mouse, where you have very fine degrees of control. You can play with the controller where you have less precise aiming, but more buttons and more immersion experiencing the game in front of your TV. We've seen this one game genre translate pretty well to both controller paradigms without major modifications in the game experience. I can see that transferring over to Kinect, but I don't think that fundamentally changes the gaming experience. Even though you might be standing up and pretending to hold a weapon and pointing it at your screen, that doesn't really change the fact that you're still standing in front of the TV watching a videogame. I think for the foreseeable future the controllers are just an artificial impediment in between you and the game simulation. You'll certainly see very interesting new types of games emerge around different controller ideas, but I don't think it fundamentally changes the roadmap for gaming in the future.
Entrevista completa en IGN del Reino Unido:
http://uk.games.ign.com/articles/119/1196638p1.html
¿Ustedes como se imaginan los graficos en los juegos del 2014 en adelante?