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Multiprocessor Game Loops:
                                      Lessons from




                                      Jason Gregory
                                     Naughty Dog, Inc.




Wednesday, January 27, 2010
Agenda




       Game
Forum
Germany
2010   2
Wednesday, January 27, 2010
Agenda
       • Goal:




       Game
Forum
Germany
2010   2
Wednesday, January 27, 2010
Agenda
       • Goal:
          Learn about modern multiprocessor game engine update loops...




       Game
Forum
Germany
2010                                             2
Wednesday, January 27, 2010
Agenda
       • Goal:
          Learn about modern multiprocessor game engine update loops...
          ... by investigating Naughty Dog’s train level.




       Game
Forum
Germany
2010                                             2
Wednesday, January 27, 2010
Game
Forum
Germany
2010   3
Wednesday, January 27, 2010
Agenda




       Game
Forum
Germany
2010   4
Wednesday, January 27, 2010
Agenda
       • During our investigation, we’ll answer the following questions:




       Game
Forum
Germany
2010                                             4
Wednesday, January 27, 2010
Agenda
       • During our investigation, we’ll answer the following questions:
          Why did we make the train itself dynamic (not static)?




       Game
Forum
Germany
2010                                             4
Wednesday, January 27, 2010
Agenda
       • During our investigation, we’ll answer the following questions:
          Why did we make the train itself dynamic (not static)?
          How does the train move?




       Game
Forum
Germany
2010                                             4
Wednesday, January 27, 2010
Agenda
       • During our investigation, we’ll answer the following questions:
          Why did we make the train itself dynamic (not static)?
          How does the train move?
          How does it tie into the update of other engine systems?




       Game
Forum
Germany
2010                                             4
Wednesday, January 27, 2010
Agenda
       • During our investigation, we’ll answer the following questions:
          Why did we make the train itself dynamic (not static)?
          How does the train move?
          How does it tie into the update of other engine systems?
          How do player mechanics and animation work on the train?




       Game
Forum
Germany
2010                                             4
Wednesday, January 27, 2010
Agenda
       • During our investigation, we’ll answer the following questions:
          Why did we make the train itself dynamic (not static)?
          How does the train move?
          How does it tie into the update of other engine systems?
          How do player mechanics and animation work on the train?
          How do game object attachment hierarchies work?




       Game
Forum
Germany
2010                                             4
Wednesday, January 27, 2010
Agenda
       • During our investigation, we’ll answer the following questions:
          Why did we make the train itself dynamic (not static)?
          How does the train move?
          How does it tie into the update of other engine systems?
          How do player mechanics and animation work on the train?
          How do game object attachment hierarchies work?
          How are ray and sphere casts used on the train?



       Game
Forum
Germany
2010                                             4
Wednesday, January 27, 2010
Agenda
       • During our investigation, we’ll answer the following questions:
          Why did we make the train itself dynamic (not static)?
          How does the train move?
          How does it tie into the update of other engine systems?
          How do player mechanics and animation work on the train?
          How do game object attachment hierarchies work?
          How are ray and sphere casts used on the train?
          How do we utilize the PS3’s parallel computing resources?


       Game
Forum
Germany
2010                                             4
Wednesday, January 27, 2010
Static or Dynamic?




                                                   5
Wednesday, January 27, 2010
Could the Train be Static?
       • In the past, games with trains in them have used a static train
         approach.
           Train is actually stationary.
           Background scrolls by to produce illusion of movement.
       • This solves a lot of problems.
           Player mechanics, NPC locomotion, weapon mechanics, etc.
            are all the same as in a “regular” non-moving game level.




       Game
Forum
Germany
2010                                             6
Wednesday, January 27, 2010
Was That Good Enough for Us?




       Game
Forum
Germany
2010            7
Wednesday, January 27, 2010
Was That Good Enough for Us?
       • No way!




       Game
Forum
Germany
2010            7
Wednesday, January 27, 2010
Was That Good Enough for Us?
       • No way!
       • Stationary train design imposes undue limitations:




       Game
Forum
Germany
2010                                7
Wednesday, January 27, 2010
Was That Good Enough for Us?
       • No way!
       • Stationary train design imposes undue limitations:
           Train must move in a perfectly straight line...




       Game
Forum
Germany
2010                                7
Wednesday, January 27, 2010
Was That Good Enough for Us?
       • No way!
       • Stationary train design imposes undue limitations:
           Train must move in a perfectly straight line...
           ... or along a broad circular arc (constant curvature).




       Game
Forum
Germany
2010                                        7
Wednesday, January 27, 2010
Was That Good Enough for Us?
       • No way!
       • Stationary train design imposes undue limitations:
           Train must move in a perfectly straight line...
           ... or along a broad circular arc (constant curvature).
           No ups and downs allowed in the track either.




       Game
Forum
Germany
2010                                        7
Wednesday, January 27, 2010
Was That Good Enough for Us?
       • No way!
       • Stationary train design imposes undue limitations:
           Train must move in a perfectly straight line...
           ... or along a broad circular arc (constant curvature).
           No ups and downs allowed in the track either.
           Not nearly as much fun to jump and shoot between trains.




       Game
Forum
Germany
2010                                         7
Wednesday, January 27, 2010
Was That Good Enough for Us?
       • No way!
       • Stationary train design imposes undue limitations:
           Train must move in a perfectly straight line...
           ... or along a broad circular arc (constant curvature).
           No ups and downs allowed in the track either.
           Not nearly as much fun to jump and shoot between trains.

                                 ∴ We decided to go for a fully dynamic train.


       Game
Forum
Germany
2010                                                   7
Wednesday, January 27, 2010
Game
Forum
Germany
2010   8
Wednesday, January 27, 2010
Train Movement




                                               9
Wednesday, January 27, 2010
Spline Tracking
       • The Uncharted 2 train follows a spline.
           Catmull-Rom.
           2 trackers for realistic movement.




       Game
Forum
Germany
2010                     10
Wednesday, January 27, 2010
The Master Car
       • Each train car is an independent game object (GO).
       • One car is designated as the master.
           It moves without regard for the other cars.
           Every other car is a slave: it simply maintains proper spacing with
            the car(s) in front of and/or behind it.




       Game
Forum
Germany
2010                                                    11
Wednesday, January 27, 2010
The Master Car
       • Each train car is an independent game object (GO).
       • One car is designated as the master.
           It moves without regard for the other cars.
           Every other car is a slave: it simply maintains proper spacing with
            the car(s) in front of and/or behind it.




       Game
Forum
Germany
2010                                                    11
Wednesday, January 27, 2010
Spacing and Speed
       • To maintain proper spacing, we must work in terms of arc length.
           Catmull-Roms are parameterized by a unitless quantity u.
           Arc length (s) is not the same thing as u.
           Careful—must use s for spacing and ds/dt for speed, not u, du/dt.

                                         u
=
0.5
                                                       u
=
1
                                 u
=
0



       Game
Forum
Germany
2010                                                  12
Wednesday, January 27, 2010
Spacing and Speed
       • To maintain proper spacing, we must work in terms of arc length.
           Catmull-Roms are parameterized by a unitless quantity u.
           Arc length (s) is not the same thing as u.
           Careful—must use s for spacing and ds/dt for speed, not u, du/dt.
                                                       s
=
14
                                         u
=
0.5
                                                       u
=
1
                                 s
=
0
                                 u
=
0      s
=
7



       Game
Forum
Germany
2010                                                  12
Wednesday, January 27, 2010
Updating the Cars
       • Train car game objects need to update in a specific order:
           Master first.
           Then cars in front of master, from master to locomotive.
           Then cars behind master, from master to caboose.




       Game
Forum
Germany
2010                                         13
Wednesday, January 27, 2010
Updating the Cars
       • Train car game objects need to update in a specific order:
           Master first.
           Then cars in front of master, from master to locomotive.
           Then cars behind master, from master to caboose.


                                     1




       Game
Forum
Germany
2010                                         13
Wednesday, January 27, 2010
Updating the Cars
       • Train car game objects need to update in a specific order:
           Master first.
           Then cars in front of master, from master to locomotive.
           Then cars behind master, from master to caboose.


                                     1                      4
...
n
                                              2       3




       Game
Forum
Germany
2010                                         13
Wednesday, January 27, 2010
Updating the Cars
       • Train car game objects need to update in a specific order:
           Master first.
           Then cars in front of master, from master to locomotive.
           Then cars behind master, from master to caboose.


                                                    1           4
...
n
                                                        2   3
                                            n
+
1

                              n
+
2
...
m



       Game
Forum
Germany
2010                                            13
Wednesday, January 27, 2010
Updating the Cars
       • In the Uncharted 2 engine, game objects are managed as a tree.
           Children update after their parent.
       • For the train...
                                 M

                                     M+1

                                           M+2

                                                 M+3

                                     M−1

                                           M−2

                                                 M−3


       Game
Forum
Germany
2010                                            14
Wednesday, January 27, 2010
Teleporting the Train
       • The train sometimes teleports in the game.
           e.g. To transition from a looped section to a straight-away.
           Typically hidden by a camera cut.




       Game
Forum
Germany
2010                                             15
Wednesday, January 27, 2010
Teleporting the Train
       • The train sometimes teleports in the game.
           e.g. To transition from a looped section to a straight-away.
           Typically hidden by a camera cut.




       Game
Forum
Germany
2010                                             15
Wednesday, January 27, 2010
Teleporting the Train
       • Problem: Teleport the train such that whichever car the player is
         on moves to a predefined location on the track.
           To implement, change the master to be the player’s car...
           ... and teleport it to the desired location.
           All other cars follow automatically.




       Game
Forum
Germany
2010                                               16
Wednesday, January 27, 2010
Teleporting the Train
       • Problem: Teleport the train such that whichever car the player is
         on moves to a predefined location on the track.
           To implement, change the master to be the player’s car...
           ... and teleport it to the desired location.
           All other cars follow automatically.




       Game
Forum
Germany
2010                                               16
Wednesday, January 27, 2010
Teleporting the Train
       • Problem: Teleport the train such that whichever car the player is
         on moves to a predefined location on the track.
           To implement, change the master to be the player’s car...
           ... and teleport it to the desired location.
           All other cars follow automatically.




       Game
Forum
Germany
2010                                               16
Wednesday, January 27, 2010
Updating Large-Scale Engine Systems




                                                            17
Wednesday, January 27, 2010
Large-Scale Engine Systems
       • Let’s define large-scale engine systems as:
           Engine components that operate on lots of data...
           ... and require careful performance optimization.

       • Examples include:
           skeletal animation,
           collision detection,
           rigid body dynamics,
           rendering, ...

       Game
Forum
Germany
2010                                  18
Wednesday, January 27, 2010
A Simple Approach (That Doesn’t Work)



               • Most game programmers first
                 learn about the game loop
                 from rendering tutorials.




       Game
Forum
Germany
2010                     19
Wednesday, January 27, 2010
A Simple Approach (That Doesn’t Work)


                                              while (!quit)
                                              {
               • Most game programmers first     ReadJoypad();
                 learn about the game loop      UpdateScene();
                 from rendering tutorials.      DrawScene();
                                                FlipBuffers();
                                              }




       Game
Forum
Germany
2010                                   19
Wednesday, January 27, 2010
A Simple Approach (That Doesn’t Work)


       • Since we need to update our game objects anyway...
                 UpdateScene() becomes UpdateGameObjects()


       • In the spirit of good object-oriented design, we should let
         the game objects drive the large-scale engine systems.
                                    (Right???)


       Game
Forum
Germany
2010                                         20
Wednesday, January 27, 2010
A Simple Approach (That Doesn’t Work)



                        while (!quit)
                        {
                          ReadJoypad();
                          UpdateGameObjects();
                          // DrawScene();
                          FlipBuffers();
                        }




       Game
Forum
Germany
2010                     21
Wednesday, January 27, 2010
A Simple Approach (That Doesn’t Work)
                                                 void Tank::Update ()
                                                 {
                                                   MoveTank();
                        while (!quit)              AimTurret();
                        {                          FireIfNecessary();
                          ReadJoypad();
                          UpdateGameObjects();       Animate();
                          // DrawScene();            DetectCollisions();
                          FlipBuffers();             SimulatePhysics();
                        }                            UpdateAudio();
                                                     Draw();
                                                 }

       Game
Forum
Germany
2010                                             21
Wednesday, January 27, 2010
A Simple Approach (That Doesn’t Work)
       • The only problem with this is...
                                 it doesn’t work!
       • For one thing, it’s just not feasible for some engine systems.
           e.g. Collision detection cannot be done (properly) one object
            at a time.
             • Need to solve iteratively, account for time of impact (TOI),
             • optimize collision detection via spatial subdivision (e.g.
               broadphase AABB prune and sweep),
             • optimize dynamics by grouping into islands, etc.

       Game
Forum
Germany
2010                                                22
Wednesday, January 27, 2010
A Simple Approach (That Doesn’t Work)




       Game
Forum
Germany
2010                     23
Wednesday, January 27, 2010
A Simple Approach (That Doesn’t Work)
       • It’s also terribly inefficient:




       Game
Forum
Germany
2010                     23
Wednesday, January 27, 2010
A Simple Approach (That Doesn’t Work)
       • It’s also terribly inefficient:
           potential for duplicated computations,




       Game
Forum
Germany
2010                       23
Wednesday, January 27, 2010
A Simple Approach (That Doesn’t Work)
       • It’s also terribly inefficient:
           potential for duplicated computations,
           possible reallocation of resources,




       Game
Forum
Germany
2010                       23
Wednesday, January 27, 2010
A Simple Approach (That Doesn’t Work)
       • It’s also terribly inefficient:
           potential for duplicated computations,
           possible reallocation of resources,
           poor data and instruction cache coherence,




       Game
Forum
Germany
2010                           23
Wednesday, January 27, 2010
A Simple Approach (That Doesn’t Work)
       • It’s also terribly inefficient:
           potential for duplicated computations,
           possible reallocation of resources,
           poor data and instruction cache coherence,
           not conducive to parallel computation.




       Game
Forum
Germany
2010                           23
Wednesday, January 27, 2010
Hardware in the Old Days
       • On an Intel Pentium 286 (cira 1982):
          CPU speed was the bottleneck (6 MHz).
            • ∴ Use if() tests to avoid unnecessary computations.
          Integer instructions faster than floating-point.
            • ∴ Use fixed-point numbers, or FPU.
          More compute power provided by adding transistors.




       Game
Forum
Germany
2010                                      24
Wednesday, January 27, 2010
Modern Hardware
       • On a Cell (PS3) or Xenon (Xbox 360):
          Memory access time is the bottleneck.
            • L1 cache miss = ~60 cycles.
            • L2 cache miss = ~500 cycles.
            • ∴ Organize data in compact, contiguous blocks.
            • Use struct of arrays rather than array of structs.
          Pipelined architecture = branching & data conversion are slow.
            • ∴ Use duplicated computations to avoid if() tests.
          Compute power is provided via parallelism.

       Game
Forum
Germany
2010                                              25
Wednesday, January 27, 2010
Optimizing Large-Scale Updates

                                                       Inefficient
                      GameObject
1                 GameObject
2              GameObject
3

               Anim
          Coll.
   Draw
   Anim
    Coll.
   Draw
   Anim
   Coll.
   Draw
   

...
               Data           Data     Data    Data     Data     Data    Data    Data     Data




       Game
Forum
Germany
2010                                                                            26
Wednesday, January 27, 2010
Optimizing Large-Scale Updates

                                                Much
beEer!
                  Anima?on
Engine                       Collision
Engine               Rendering
Engine

            GO
1
      GO
2
     GO
3
         GO
1
       GO
2
    GO
3
          GO
1
   GO
2
   GO
3

            Anim
      Anim
     Anim
   ...   Coll.
      Coll.
   Coll.
   ...   Draw
   Draw
   Draw
   ...
            Data       Data      Data          Data        Data     Data           Data    Data    Data




       Game
Forum
Germany
2010                                                                                   26
Wednesday, January 27, 2010
Optimizing Large-Scale Updates
       • Game objects do not own their large-scale system data...
           ... they point to data that is owned by the large-scale systems.
       • Game objects should not mutate their large-scale system data...
           ... they should only request changes.
       • That way, each large-scale system can:
           apply any requested changes as part of its batch update,
           organize its data in whatever manner is most efficient.



       Game
Forum
Germany
2010                                                 27
Wednesday, January 27, 2010
Optimizing Large-Scale Updates
                                                                                 Anima?on

                                                                                  Engine
               class Tank : public GameObject                   animControl15   skelInstance15
               {
               public:                                          animControl42   skelInstance42
                 // interface...
                                                                animControl7    skelInstance7
               private:
                                                                     ...              ...
                  // components -- owned by engine subsystems
                  AnimControl* m_pAnimControl;
                  RigidBody*       m_pRigidBody;
                  MeshInstance* m_pRenderable;
               };


                    ...



       Game
Forum
Germany
2010                                                                   28
Wednesday, January 27, 2010
Optimizing Large-Scale Updates

               class Tank : public GameObject
               {
               public:                                             Collision/Physics
World
                 // interface...
                                                                rigidBody9         collidable9
               private:
                  // components -- owned by engine subsystems   rigidBody3         collidable3
                  AnimControl* m_pAnimControl;
                  RigidBody*       m_pRigidBody;                rigidBody41        collidable41
                  MeshInstance* m_pRenderable;
               };                                                   ...                ...


                    ...



       Game
Forum
Germany
2010                                                                    28
Wednesday, January 27, 2010
Optimizing Large-Scale Updates

               class Tank : public GameObject
               {                                                 Scene
Graph
               public:
                                                                meshInstance8
                 // interface...
                                                                meshInstance5
               private:
                  // components -- owned by engine subsystems   meshInstance37
                  AnimControl* m_pAnimControl;
                  RigidBody*       m_pRigidBody;                     ...
                  MeshInstance* m_pRenderable;
               };


                    ...



       Game
Forum
Germany
2010                                                   28
Wednesday, January 27, 2010
while (!quit)
                              {
                                ReadJoypad();

                                  g_gameWorld.UpdateAllGameObjects();
                                  //for (each GameObject* pGo)
                                  // pGo->Update();

                                  g_animationEngine.Update();
                                  g_collisionWorld.DetectCollisions();
                                  g_physicsWorld.Simulate();
                                  g_audioEngine.Update();
                                  g_renderingEngine.DrawAndFlipBuffers();
                              }

       Game
Forum
Germany
2010                                              29
Wednesday, January 27, 2010
Player Mechanics and Animation




                                                               30
Wednesday, January 27, 2010
Game
Forum
Germany
2010   31
Wednesday, January 27, 2010
Player Mechanics on a Moving Object
       • Player’s position and orientation represented as an attached frame
         of reference:
           reference to parent game object,
           local transform (relative to parent),
           cached world-space transform (with dirty flag).
       • Not quite as simple as it may sound!
           Just switching to attached frames got us ~60% of the way there.
           Lots of bugs to fix.
           Special-case handling of transitions between attached frames.

       Game
Forum
Germany
2010                                                32
Wednesday, January 27, 2010
Animation Pipeline Review
       1.Animation Update
           Update clocks, trigger keyframed events, detect end-of-animation
            conditions, take transitions to new animation states.
       2.Pose Blending Phase
           Extract poses from anim clips, blend individual joint poses.
             • Generates local joint transforms (parent-relative).




       Game
Forum
Germany
2010                                             33
Wednesday, January 27, 2010
Animation Pipeline Review
       3.Global Pose Phase
           Walk hierarchy, calculate global joint transforms (model-space or
            world-space) and matrix palette (input to renderer).
       4.Post-Processing
           Apply IK, procedural animation, etc.
             • Generates new local joint transforms.
             • Recalculate global poses if necessary (re-run phase 3).




       Game
Forum
Germany
2010                                                  34
Wednesday, January 27, 2010
Game Object Hooks
       • It’s convenient to provide game objects with hooks into the
         various phases of the animation update.
       • What we do at Naughty Dog:
           GameObject::Update()
              • Regular GO update; runs before animation.
           GameObject::PostAnimUpdate()
              • Runs after Animation Phase 1.
              • Game objects may respond to animation events, force
                transitions to new animation states, etc.

       Game
Forum
Germany
2010                                         35
Wednesday, January 27, 2010
Game Object Hooks
              GameObject::PostAnimBlending()
                • Runs after Animation Phase 2.
                • Game objects can apply procedural animation in local space.
              GameObject::PostJointUpdate()
                • Runs after Animation Phase 3.
                • This is the first time during the frame that the global transform
                  of every joint is known.
                • Game objects can apply IK, or use the global space joint
                  transforms in other ways.

       Game
Forum
Germany
2010                                                       36
Wednesday, January 27, 2010
while (!quit)
                              {
                                // ...
                                g_gameWorld.UpdateAllGameObjects();

                               g_animationEngine.RunPhase1();
                               g_gameWorld.CallPostAnimUpdateHooks();

                               g_animationEngine.RunPhase2();
                               g_gameWorld.CallPostAnimBlendingHooks();

                               g_animationEngine.RunPhase3();
                               g_gameWorld.CallPostJointUpdateHooks();
                               // ...

       Game
Forum
Germany
2010                                            37
Wednesday, January 27, 2010
Object Attachment Hierarchy

                                     Bucketed Updates




                                                            38
Wednesday, January 27, 2010
Game Object Attachment Hierarchy




       Game
Forum
Germany
2010                39
Wednesday, January 27, 2010
Game Object Attachment Hierarchy




       Game
Forum
Germany
2010                39
Wednesday, January 27, 2010
Game Object Attachment Hierarchy




       Game
Forum
Germany
2010                39
Wednesday, January 27, 2010
Game Object Attachment Hierarchy




       Game
Forum
Germany
2010                39
Wednesday, January 27, 2010
Game Object Attachment Hierarchy




       Game
Forum
Germany
2010                39
Wednesday, January 27, 2010
Bucketed Game Object Updates
       • Can implement this by updating game objects in buckets.
          Game object dependencies represented by a dependency tree.




       Game
Forum
Germany
2010                                          40
Wednesday, January 27, 2010
Bucketed Game Object Updates
       • Can implement this by updating game objects in buckets.
          Game object dependencies represented by a dependency tree.
          Each bucket corresponds to one level of the tree.
                              Bucket
0    Bucket
1      Bucket
2       Bucket
3

                              trainCar7
                                           box12        weapon3


                              trainCar8   crate21    playerCharacter   weapon17


                                           npc65
                              trainCar9
                                 ...        ...            ...            ...

       Game
Forum
Germany
2010                                                    40
Wednesday, January 27, 2010
Bucketed Game Object Updates

       • Simpler to group objects into pre-determined buckets.

                          Vehicle
Bucket   Object
Bucket   Character
Bucket   Prop
Bucket

                              trainCar7
                                              box12                            weapon3


                              trainCar8       crate21      playerCharacter    weapon17


                                                                npc65
                              trainCar9
                                 ...            ...              ...              ...

       Game
Forum
Germany
2010                                                              41
Wednesday, January 27, 2010
Bucketed Game Object Updates
                              while (!quit)
                              {
                                // ...
                                for (each bucket)
                                {
                                   g_gameObjectMgr.UpdateObjects(bucket);
                                   AnimateBucket(bucket);
                                }
                                g_collphysWorld.CollideAndSimulate(dt);
                                g_audioEngine.Update(dt);
                                g_renderingEngine.DrawAndFlipBuffers(dt);
                              }

       Game
Forum
Germany
2010                                              42
Wednesday, January 27, 2010
void AnimateBucket(bucket)
                              {
                                g_animationEngine.UpdateClocks(bucket);
                                for (each GameObject* pGo in bucket)
                                  pGo->PostAnimUpdate();

                                  g_animationEngine.CalcLocalPoses(bucket);
                                  for (each GameObject* pGo in bucket)
                                    pGo->PostAnimBlending();

                                  g_animationEngine.CalcGlobalPoses(bucket);
                                  for (each GameObject* pGo in bucket)
                                    pGo->PostJointUpdate();
                              }

       Game
Forum
Germany
2010                                                 43
Wednesday, January 27, 2010
Ray and Sphere Casts




                                                     44
Wednesday, January 27, 2010
Ray and Sphere Casts
       • A collision cast is an instantaneous collision query.
          Input:
            • Snapshot of collision geometry in game world at time t.
            • One or more rays / moving spheres (capsules) to cast.
          Output:
            • Would any of the rays/spheres strike anything?
            • If so, what?



       Game
Forum
Germany
2010                                          45
Wednesday, January 27, 2010
Ray and Sphere Casts
       • A collision cast is an instantaneous collision query.
          Input:
            • Snapshot of collision geometry in game world at time t.
            • One or more rays / moving spheres (capsules) to cast.
          Output:
            • Would any of the rays/spheres strike anything?
            • If so, what?



       Game
Forum
Germany
2010                                          45
Wednesday, January 27, 2010
Ray and Sphere Casts
       • A collision cast is an instantaneous collision query.
          Input:
            • Snapshot of collision geometry in game world at time t.
            • One or more rays / moving spheres (capsules) to cast.
          Output:
            • Would any of the rays/spheres strike anything?
            • If so, what?



       Game
Forum
Germany
2010                                          45
Wednesday, January 27, 2010
Ray and Sphere Casts
       • A collision cast is an instantaneous collision query.
          Input:
            • Snapshot of collision geometry in game world at time t.
            • One or more rays / moving spheres (capsules) to cast.
          Output:
            • Would any of the rays/spheres strike anything?
            • If so, what?



       Game
Forum
Germany
2010                                          45
Wednesday, January 27, 2010
Ray and Sphere Casts
       • A collision cast is an instantaneous collision query.
          Input:
            • Snapshot of collision geometry in game world at time t.
            • One or more rays / moving spheres (capsules) to cast.
          Output:
            • Would any of the rays/spheres strike anything?
            • If so, what?



       Game
Forum
Germany
2010                                          45
Wednesday, January 27, 2010
Uses for Collision Casting
       • Player and NPCs use downward casts to determine what surface
         they are standing on.
       • NPCs use ray casts to answer line of sight questions.
       • Weapons use ray casts to determine bullet impacts.
       • and the list goes on...




       Game
Forum
Germany
2010                                          46
Wednesday, January 27, 2010
Uses for Collision Casting
       • Player and NPCs use downward casts to determine what surface
         they are standing on.
       • NPCs use ray casts to answer line of sight questions.
       • Weapons use ray casts to determine bullet impacts.
       • and the list goes on...




       Game
Forum
Germany
2010                                          46
Wednesday, January 27, 2010
Uses for Collision Casting
       • Player and NPCs use downward casts to determine what surface
         they are standing on.
       • NPCs use ray casts to answer line of sight questions.
       • Weapons use ray casts to determine bullet impacts.
       • and the list goes on...




       Game
Forum
Germany
2010                                          46
Wednesday, January 27, 2010
Uses for Collision Casting
       • Player and NPCs use downward casts to determine what surface
         they are standing on.
       • NPCs use ray casts to answer line of sight questions.




       Game
Forum
Germany
2010                                          46
Wednesday, January 27, 2010
Uses for Collision Casting
       • Player and NPCs use downward casts to determine what surface
         they are standing on.
       • NPCs use ray casts to answer line of sight questions.
       • Weapons use ray casts to determine bullet impacts.




       Game
Forum
Germany
2010                                          46
Wednesday, January 27, 2010
Uses for Collision Casting
       • Player and NPCs use downward casts to determine what surface
         they are standing on.
       • NPCs use ray casts to answer line of sight questions.
       • Weapons use ray casts to determine bullet impacts.
       • and the list goes on...




       Game
Forum
Germany
2010                                          46
Wednesday, January 27, 2010
Inter-Game-Object Queries and Synchronization
       • Synchronization problems can arise whenever:
           game object A...
           ... queries game object B.
       • Not just limited to ray and sphere casts.
           Any kind of inter-object query can be affected.




       Game
Forum
Germany
2010                                47
Wednesday, January 27, 2010
Game Object State Vectors
       • Can think of a game object as a heterogeneous “state vector.”
       • The state of the ith game object is a vector function of time t.

                                 Si(t) = [ ri(t),
                                           vi(t),
                                           mi, ...,
                                           healthi(t),
                                           ammoi(t), ... ]
       Game
Forum
Germany
2010                                              48
Wednesday, January 27, 2010
Bucketing and Game Object State Vectors
       • Theoretically, the state vectors of all game objects are updated
         instantaneously and in parallel.
                                 t1
                                 SA

                                 SB

                                 SC
       Game
Forum
Germany
2010                                              49
Wednesday, January 27, 2010
Bucketing and Game Object State Vectors
       • Theoretically, the state vectors of all game objects are updated
         instantaneously and in parallel.
                              t1                   t2
=
t1
+
∆t
                                 SA                  SA

                                 SB                  SB

                                 SC                  SC
       Game
Forum
Germany
2010                                              49
Wednesday, January 27, 2010
Bucketing and Game Object State Vectors
       • In practice, updates take time—object states can be inconsistent
         during the update.
                                 t1
                                 SA

                                 SB

                                 SC
       Game
Forum
Germany
2010                                              50
Wednesday, January 27, 2010
Bucketing and Game Object State Vectors
       • In practice, updates take time—object states can be inconsistent
         during the update.
                             t1                t2
=
t1
+
∆t
                                 SA                SA

                                 SB

                                 SC
       Game
Forum
Germany
2010                                              50
Wednesday, January 27, 2010
Bucketing and Game Object State Vectors
       • In practice, updates take time—object states can be inconsistent
         during the update.
                             t1                t2
=
t1
+
∆t
                                 SA                SA

                                 SB        SB

                                 SC
       Game
Forum
Germany
2010                                              50
Wednesday, January 27, 2010
Bucketing and Game Object State Vectors
       • In practice, updates take time—object states can be inconsistent
         during the update.
                             t1                t2
=
t1
+
∆t
                                 SA                SA

                                 SB                SB

                                 SC
       Game
Forum
Germany
2010                                              50
Wednesday, January 27, 2010
Bucketing and Game Object State Vectors
       • In practice, updates take time—object states can be inconsistent
         during the update.
                             t1                t2
=
t1
+
∆t
                                 SA                SA

                                 SB                SB

                                 SC                SC
       Game
Forum
Germany
2010                                              50
Wednesday, January 27, 2010
Bucketing and Game Object State Vectors
       • Problems arise when we query the state of object A during the
         update of object B or C.
                            t1               t2
=
t1
+
∆t
                                 SA               SA

                                 SB

                                 SC
       Game
Forum
Germany
2010                                           51
Wednesday, January 27, 2010
Bucketing and Game Object State Vectors
       • Problems arise when we query the state of object A during the
         update of object B or C.
                            t1               t2
=
t1
+
∆t
                                 SA               SA

                                 SB
                                            query
                                 SC
       Game
Forum
Germany
2010                                           51
Wednesday, January 27, 2010
Bucketing and Game Object State Vectors
       • Major contributor to the ubiquitous “one frame off bug.”
       • Update ordering via bucketing helps, but only when the following
         rule is adhered to:
                    An object in bucket b may only read the state
                        of objects in buckets (b - 1), (b - 2), ...
       • You can’t reliably read the state of objects in your own bucket!




       Game
Forum
Germany
2010                                              52
Wednesday, January 27, 2010
One Frame Off Bugs in Collision Queries
       • Another complication arises because:
          Collision and physics run after the game objects have updated.
          So, the location of all collision geometry is one frame old when
           we cast our rays/spheres.




       Game
Forum
Germany
2010                                                53
Wednesday, January 27, 2010
One Frame Off Bugs in Collision Queries
       • Another complication arises because:
          Collision and physics run after the game objects have updated.
          So, the location of all collision geometry is one frame old when
           we cast our rays/spheres.

                                  collision
geo
                                 is
leR
behind




       Game
Forum
Germany
2010                                                53
Wednesday, January 27, 2010
One Frame Off Bugs in Collision Queries
       • Another complication arises because:
          Collision and physics run after the game objects have updated.
          So, the location of all collision geometry is one frame old when
           we cast our rays/spheres.

                                  collision
geo                ray
cast
                                 is
leR
behind             misses
its
target




       Game
Forum
Germany
2010                                                 53
Wednesday, January 27, 2010
One Frame Off Bugs in Collision Queries
       • Problem:
           What we really want is to update each game object’s collision
            geometry with its bucket.
       • Impossible, because coll/phys update is monolithic—happens
         after all game objects have been updated.




       Game
Forum
Germany
2010                                              54
Wednesday, January 27, 2010
One Frame Off Bugs in Collision Queries
       • Problem:
           What we really want is to update each game object’s collision
            geometry with its bucket.
       • Impossible, because coll/phys update is monolithic—happens
         after all game objects have been updated.
           ... or is it?




       Game
Forum
Germany
2010                                              54
Wednesday, January 27, 2010
One Frame Off Bugs in Collision Queries
       • Observation:
           Ray and sphere casts don’t care about the full collision/physics
            update.
             • Don’t need contact information, velocity, etc.
             • Only need to know where the collision geo will be.
       • Solution:
           All we need to do is update the broadphase AABBs between
            buckets.


       Game
Forum
Germany
2010                                                 55
Wednesday, January 27, 2010
Solving One Frame Off Bugs in Collision Queries
       • Instead, we’ll update the AABBs early, in between game object
         bucket updates.
           This allows our collision queries to return correct results.




       Game
Forum
Germany
2010                                             56
Wednesday, January 27, 2010
Solving One Frame Off Bugs in Collision Queries
       • Instead, we’ll update the AABBs early, in between game object
         bucket updates.
           This allows our collision queries to return correct results.



                                  collision
geo
                                 is
leR
behind




       Game
Forum
Germany
2010                                             56
Wednesday, January 27, 2010
Solving One Frame Off Bugs in Collision Queries
       • Instead, we’ll update the AABBs early, in between game object
         bucket updates.
           This allows our collision queries to return correct results.

                                     broadphase
                                     AABB
update




       Game
Forum
Germany
2010                                             56
Wednesday, January 27, 2010
Solving One Frame Off Bugs in Collision Queries
       • Instead, we’ll update the AABBs early, in between game object
         bucket updates.
           This allows our collision queries to return correct results.

                                     broadphase
                                     AABB
update
                                                              ray
cast
                                                                hits




       Game
Forum
Germany
2010                                             56
Wednesday, January 27, 2010
Achieving Parallelism




                                                      57
Wednesday, January 27, 2010
Game Console Architecture: Xbox 360
                                  PowerPC          PowerPC            PowerPC
                                   Core
0           Core
1             Core
2
                                  L1
     L1
      L1
     L1
     L1
      L1

                                 Data   Instr.    Data   Instr.   Data    Instr.



                                             Shared
L2
Cache
(1
MB)




                                                 Unified
RAM
                                                                                   GPU
                                                  (512
MB)




       Game
Forum
Germany
2010                                                           58
Wednesday, January 27, 2010
Game Console Architecture: PLAYSTATION 3

                                    PPU            SPU0          SPU1                SPU6

                                  L1
     L1

                                 Data   Instr.   Local
Store   Local
Store   ...   Local
Store
                                  L2
Cache        (256
kB)      (256
kB)            (256
kB)
                                  (512
kB)
                                                                             EIB
                                                                                                 DMAC



                                    System
RAM                 Video
RAM
                                                                                            GPU
                                      (256
MB)                  (256
MB)




       Game
Forum
Germany
2010                                                                          59
Wednesday, January 27, 2010
Thinking About Modern Multiprocessor Hardware
       • We’ll think in terms of multiple hardware threads.
       • These could be provided by:
           hyperthreaded CPU,
           multiple cores,
           SPUs on PS3/Cell.




       Game
Forum
Germany
2010                                60
Wednesday, January 27, 2010
Ways to Achieve Parallelism: Thread per Subsystem




                              game              collision/
                                     animaUon                rendering   audio
                              loop               physics




       Game
Forum
Germany
2010                                                   61
Wednesday, January 27, 2010
Ways to Achieve Parallelism: Thread per Subsystem




                              game              collision/
                                     animaUon                rendering   audio
                              loop               physics




       Game
Forum
Germany
2010                                                   61
Wednesday, January 27, 2010
Ways to Achieve Parallelism: Fork/Join
                                    set
up




       Game
Forum
Germany
2010                      62
Wednesday, January 27, 2010
Ways to Achieve Parallelism: Fork/Join
                                                 set
up
                                                           fork

                                                      thread2
                                 thread0   thread1              thread3




       Game
Forum
Germany
2010                                            62
Wednesday, January 27, 2010
Ways to Achieve Parallelism: Fork/Join
                                                 set
up
                                                           fork

                                                      thread2
                                 thread0   thread1              thread3




                                               process

                                                            join
                                               results

       Game
Forum
Germany
2010                                            62
Wednesday, January 27, 2010
Ways to Achieve Parallelism: Jobs
                          PPU     SPU0         SPU1               SPU5
                                  anim
       ray
cast            anim

                                  pose                            pose
                                               anim

                                 ray
cast      pose               anim

                                                                  pose
                         game                              ...
                                  broad
       broad

                         loop     phase        phase             visibility

                                                                  mesh

                                 visibility   visibility          proc




       Game
Forum
Germany
2010                                                63
Wednesday, January 27, 2010
Ways to Achieve Parallelism: Jobs
                          PPU            SPU0         SPU1               SPU5
                                         anim
       ray
cast            anim

                                         pose                            pose
                                                      anim

                                 kick   ray
cast      pose               anim

                                                                         pose
                         game                                     ...
                                         broad
       broad

                         loop            phase        phase             visibility

                                                                         mesh

                                        visibility   visibility          proc




       Game
Forum
Germany
2010                                                       63
Wednesday, January 27, 2010
Ways to Achieve Parallelism: Jobs
                          PPU            SPU0         SPU1               SPU5
                                         anim
       ray
cast            anim

                                         pose                            pose
                                                      anim

                                 kick   ray
cast      pose               anim

                                                                         pose
                         game                                     ...
                                         broad
       broad

                         loop            phase        phase             visibility
                                 wait
                                                                         mesh

                                        visibility   visibility          proc




       Game
Forum
Germany
2010                                                       63
Wednesday, January 27, 2010
Ways to Achieve Parallelism: Jobs
       • Job = [ (code + input data) → output data ]
           Kick job = request job to be scheduled on a HW thread.
           Must wait for job before processing its output data.
             • If job is done, wait takes close to zero time.
             • If job is not done, main thread (PPU) blocks until it is done.


       • Job manager handles scheduling, allocates buffers in local store,
         and coordinates DMAs.
           Programmer specifies data sources & destinations via a DMA list.

       Game
Forum
Germany
2010                                                  64
Wednesday, January 27, 2010
Parallelism on the Train

                while (!quit)
                {
                  // ...

                    RayCastHandle hRayCast
                    = kickRayCast(...);

                    // do other useful work on PPU
                    // ...

                    waitRayCast(hRayCast);
                    processRayCastResults(hRayCast);

                    // ...
                }



       Game
Forum
Germany
2010                         65
Wednesday, January 27, 2010
Parallelism on the Train
                                                       RayCastHandle hRayCast = INVALID;
                while (!quit)
                {
                                                       while (!quit)
                  // ...
                                                       {
                                                         // ...
                    RayCastHandle hRayCast
                    = kickRayCast(...);                    // wait and re-kick immediately
                                                           if (hRayCast.IsValid())
                    // do other useful work on PPU
                                                           {
                    // ...
                                                              waitRayCast(hRayCast);
                                                              processRayCastResults(hRayCast);
                    waitRayCast(hRayCast);
                                                           }
                    processRayCastResults(hRayCast);
                                                           hRayCast = kickRayCast(...);
                    // ...
                                                           // ...
                }
                                                       }


       Game
Forum
Germany
2010                                                                   65
Wednesday, January 27, 2010
Parallelism on the Train
       • How does parallelism with jobs affect our train design?
          Large-scale engine system updates and ray/sphere casts are
           largely asynchronous in U2:AT.
            • Main game loop (PPU) kicks jobs on SPU.
            • Other work can proceed on the PPU while jobs are running.
            • Results picked up later this frame... or next frame.




       Game
Forum
Germany
2010                                            66
Wednesday, January 27, 2010
Parallelism on the Train
       • Data must be compact and contiguous so it can be DMA’d to the
         SPUs.
           We’re doing this already, to maintain good cache coherency.
       • The collision world must be locked in order to update broadphase
         AABBs:
           Wait until all outstanding ray/sphere jobs are done.
           Lock.
           Update AABBs.
           Unlock.

       Game
Forum
Germany
2010                                              67
Wednesday, January 27, 2010
Parallelism on the Train
       • We can even do our broadphase AABB updates asynchronously.



                      PPU        Update
Bucket
0




       Game
Forum
Germany
2010                                        68
Wednesday, January 27, 2010
Parallelism on the Train
       • We can even do our broadphase AABB updates asynchronously.



                                                    Kick

                      PPU        Update
Bucket
0
                                                   BP
Job




       Game
Forum
Germany
2010                                        68
Wednesday, January 27, 2010
Parallelism on the Train
       • We can even do our broadphase AABB updates asynchronously.



                                                          Kick

                      PPU        Update
Bucket
0
                                                         BP
Job


                                                                  Broadphase

                                                   SPU             AABB
Job




       Game
Forum
Germany
2010                                                  68
Wednesday, January 27, 2010
Parallelism on the Train
       • We can even do our broadphase AABB updates asynchronously.



                                                          Kick

                      PPU        Update
Bucket
0
                                                         BP
Job
                                                                            Update
Bucket
1


                                                                  Broadphase

                                                   SPU             AABB
Job




       Game
Forum
Germany
2010                                                                68
Wednesday, January 27, 2010
Parallelism on the Train
       • We can even do our broadphase AABB updates asynchronously.

                                                                                query/cast

                                                          Kick

                      PPU        Update
Bucket
0
                                                         BP
Job
                                                                            Update
Bucket
1


                                                                  Broadphase

                                                   SPU             AABB
Job




       Game
Forum
Germany
2010                                                                68
Wednesday, January 27, 2010
Conclusions




                                            69
Wednesday, January 27, 2010
Conclusions
       • The combination of modern hardware restrictions and the
         problems generated by the train level...
           forced us to design our engine in a robust and efficient manner.
       • Results:
           U2:AT boasts near 100% hardware utilization on PS3
            (PPU + all 6 SPUs).
           Way-cool train level as pay-off for all the hard work.
           Technology was the primary enabler for the convoy level as well.


       Game
Forum
Germany
2010                                                 70
Wednesday, January 27, 2010
Thanks For Listening!
       • Free free to send questions to me at:
                         jason_gregory@naughtydog.com




       Game
Forum
Germany
2010                          71
Wednesday, January 27, 2010

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Multiprocessor Game Loops: Lessons from Uncharted 2: Among Thieves

  • 1. Multiprocessor Game Loops: Lessons from Jason Gregory Naughty Dog, Inc. Wednesday, January 27, 2010
  • 2. Agenda Game
Forum
Germany
2010 2 Wednesday, January 27, 2010
  • 3. Agenda • Goal: Game
Forum
Germany
2010 2 Wednesday, January 27, 2010
  • 4. Agenda • Goal:  Learn about modern multiprocessor game engine update loops... Game
Forum
Germany
2010 2 Wednesday, January 27, 2010
  • 5. Agenda • Goal:  Learn about modern multiprocessor game engine update loops...  ... by investigating Naughty Dog’s train level. Game
Forum
Germany
2010 2 Wednesday, January 27, 2010
  • 6. Game
Forum
Germany
2010 3 Wednesday, January 27, 2010
  • 7. Agenda Game
Forum
Germany
2010 4 Wednesday, January 27, 2010
  • 8. Agenda • During our investigation, we’ll answer the following questions: Game
Forum
Germany
2010 4 Wednesday, January 27, 2010
  • 9. Agenda • During our investigation, we’ll answer the following questions:  Why did we make the train itself dynamic (not static)? Game
Forum
Germany
2010 4 Wednesday, January 27, 2010
  • 10. Agenda • During our investigation, we’ll answer the following questions:  Why did we make the train itself dynamic (not static)?  How does the train move? Game
Forum
Germany
2010 4 Wednesday, January 27, 2010
  • 11. Agenda • During our investigation, we’ll answer the following questions:  Why did we make the train itself dynamic (not static)?  How does the train move?  How does it tie into the update of other engine systems? Game
Forum
Germany
2010 4 Wednesday, January 27, 2010
  • 12. Agenda • During our investigation, we’ll answer the following questions:  Why did we make the train itself dynamic (not static)?  How does the train move?  How does it tie into the update of other engine systems?  How do player mechanics and animation work on the train? Game
Forum
Germany
2010 4 Wednesday, January 27, 2010
  • 13. Agenda • During our investigation, we’ll answer the following questions:  Why did we make the train itself dynamic (not static)?  How does the train move?  How does it tie into the update of other engine systems?  How do player mechanics and animation work on the train?  How do game object attachment hierarchies work? Game
Forum
Germany
2010 4 Wednesday, January 27, 2010
  • 14. Agenda • During our investigation, we’ll answer the following questions:  Why did we make the train itself dynamic (not static)?  How does the train move?  How does it tie into the update of other engine systems?  How do player mechanics and animation work on the train?  How do game object attachment hierarchies work?  How are ray and sphere casts used on the train? Game
Forum
Germany
2010 4 Wednesday, January 27, 2010
  • 15. Agenda • During our investigation, we’ll answer the following questions:  Why did we make the train itself dynamic (not static)?  How does the train move?  How does it tie into the update of other engine systems?  How do player mechanics and animation work on the train?  How do game object attachment hierarchies work?  How are ray and sphere casts used on the train?  How do we utilize the PS3’s parallel computing resources? Game
Forum
Germany
2010 4 Wednesday, January 27, 2010
  • 16. Static or Dynamic? 5 Wednesday, January 27, 2010
  • 17. Could the Train be Static? • In the past, games with trains in them have used a static train approach.  Train is actually stationary.  Background scrolls by to produce illusion of movement. • This solves a lot of problems.  Player mechanics, NPC locomotion, weapon mechanics, etc. are all the same as in a “regular” non-moving game level. Game
Forum
Germany
2010 6 Wednesday, January 27, 2010
  • 18. Was That Good Enough for Us? Game
Forum
Germany
2010 7 Wednesday, January 27, 2010
  • 19. Was That Good Enough for Us? • No way! Game
Forum
Germany
2010 7 Wednesday, January 27, 2010
  • 20. Was That Good Enough for Us? • No way! • Stationary train design imposes undue limitations: Game
Forum
Germany
2010 7 Wednesday, January 27, 2010
  • 21. Was That Good Enough for Us? • No way! • Stationary train design imposes undue limitations:  Train must move in a perfectly straight line... Game
Forum
Germany
2010 7 Wednesday, January 27, 2010
  • 22. Was That Good Enough for Us? • No way! • Stationary train design imposes undue limitations:  Train must move in a perfectly straight line...  ... or along a broad circular arc (constant curvature). Game
Forum
Germany
2010 7 Wednesday, January 27, 2010
  • 23. Was That Good Enough for Us? • No way! • Stationary train design imposes undue limitations:  Train must move in a perfectly straight line...  ... or along a broad circular arc (constant curvature).  No ups and downs allowed in the track either. Game
Forum
Germany
2010 7 Wednesday, January 27, 2010
  • 24. Was That Good Enough for Us? • No way! • Stationary train design imposes undue limitations:  Train must move in a perfectly straight line...  ... or along a broad circular arc (constant curvature).  No ups and downs allowed in the track either.  Not nearly as much fun to jump and shoot between trains. Game
Forum
Germany
2010 7 Wednesday, January 27, 2010
  • 25. Was That Good Enough for Us? • No way! • Stationary train design imposes undue limitations:  Train must move in a perfectly straight line...  ... or along a broad circular arc (constant curvature).  No ups and downs allowed in the track either.  Not nearly as much fun to jump and shoot between trains. ∴ We decided to go for a fully dynamic train. Game
Forum
Germany
2010 7 Wednesday, January 27, 2010
  • 26. Game
Forum
Germany
2010 8 Wednesday, January 27, 2010
  • 27. Train Movement 9 Wednesday, January 27, 2010
  • 28. Spline Tracking • The Uncharted 2 train follows a spline.  Catmull-Rom.  2 trackers for realistic movement. Game
Forum
Germany
2010 10 Wednesday, January 27, 2010
  • 29. The Master Car • Each train car is an independent game object (GO). • One car is designated as the master.  It moves without regard for the other cars.  Every other car is a slave: it simply maintains proper spacing with the car(s) in front of and/or behind it. Game
Forum
Germany
2010 11 Wednesday, January 27, 2010
  • 30. The Master Car • Each train car is an independent game object (GO). • One car is designated as the master.  It moves without regard for the other cars.  Every other car is a slave: it simply maintains proper spacing with the car(s) in front of and/or behind it. Game
Forum
Germany
2010 11 Wednesday, January 27, 2010
  • 31. Spacing and Speed • To maintain proper spacing, we must work in terms of arc length.  Catmull-Roms are parameterized by a unitless quantity u.  Arc length (s) is not the same thing as u.  Careful—must use s for spacing and ds/dt for speed, not u, du/dt. u
=
0.5 u
=
1 u
=
0 Game
Forum
Germany
2010 12 Wednesday, January 27, 2010
  • 32. Spacing and Speed • To maintain proper spacing, we must work in terms of arc length.  Catmull-Roms are parameterized by a unitless quantity u.  Arc length (s) is not the same thing as u.  Careful—must use s for spacing and ds/dt for speed, not u, du/dt. s
=
14 u
=
0.5 u
=
1 s
=
0 u
=
0 s
=
7 Game
Forum
Germany
2010 12 Wednesday, January 27, 2010
  • 33. Updating the Cars • Train car game objects need to update in a specific order:  Master first.  Then cars in front of master, from master to locomotive.  Then cars behind master, from master to caboose. Game
Forum
Germany
2010 13 Wednesday, January 27, 2010
  • 34. Updating the Cars • Train car game objects need to update in a specific order:  Master first.  Then cars in front of master, from master to locomotive.  Then cars behind master, from master to caboose. 1 Game
Forum
Germany
2010 13 Wednesday, January 27, 2010
  • 35. Updating the Cars • Train car game objects need to update in a specific order:  Master first.  Then cars in front of master, from master to locomotive.  Then cars behind master, from master to caboose. 1 4
...
n 2 3 Game
Forum
Germany
2010 13 Wednesday, January 27, 2010
  • 36. Updating the Cars • Train car game objects need to update in a specific order:  Master first.  Then cars in front of master, from master to locomotive.  Then cars behind master, from master to caboose. 1 4
...
n 2 3 n
+
1 n
+
2
...
m Game
Forum
Germany
2010 13 Wednesday, January 27, 2010
  • 37. Updating the Cars • In the Uncharted 2 engine, game objects are managed as a tree.  Children update after their parent. • For the train... M M+1 M+2 M+3 M−1 M−2 M−3 Game
Forum
Germany
2010 14 Wednesday, January 27, 2010
  • 38. Teleporting the Train • The train sometimes teleports in the game.  e.g. To transition from a looped section to a straight-away.  Typically hidden by a camera cut. Game
Forum
Germany
2010 15 Wednesday, January 27, 2010
  • 39. Teleporting the Train • The train sometimes teleports in the game.  e.g. To transition from a looped section to a straight-away.  Typically hidden by a camera cut. Game
Forum
Germany
2010 15 Wednesday, January 27, 2010
  • 40. Teleporting the Train • Problem: Teleport the train such that whichever car the player is on moves to a predefined location on the track.  To implement, change the master to be the player’s car...  ... and teleport it to the desired location.  All other cars follow automatically. Game
Forum
Germany
2010 16 Wednesday, January 27, 2010
  • 41. Teleporting the Train • Problem: Teleport the train such that whichever car the player is on moves to a predefined location on the track.  To implement, change the master to be the player’s car...  ... and teleport it to the desired location.  All other cars follow automatically. Game
Forum
Germany
2010 16 Wednesday, January 27, 2010
  • 42. Teleporting the Train • Problem: Teleport the train such that whichever car the player is on moves to a predefined location on the track.  To implement, change the master to be the player’s car...  ... and teleport it to the desired location.  All other cars follow automatically. Game
Forum
Germany
2010 16 Wednesday, January 27, 2010
  • 43. Updating Large-Scale Engine Systems 17 Wednesday, January 27, 2010
  • 44. Large-Scale Engine Systems • Let’s define large-scale engine systems as:  Engine components that operate on lots of data...  ... and require careful performance optimization. • Examples include:  skeletal animation,  collision detection,  rigid body dynamics,  rendering, ... Game
Forum
Germany
2010 18 Wednesday, January 27, 2010
  • 45. A Simple Approach (That Doesn’t Work) • Most game programmers first learn about the game loop from rendering tutorials. Game
Forum
Germany
2010 19 Wednesday, January 27, 2010
  • 46. A Simple Approach (That Doesn’t Work) while (!quit) { • Most game programmers first ReadJoypad(); learn about the game loop UpdateScene(); from rendering tutorials. DrawScene(); FlipBuffers(); } Game
Forum
Germany
2010 19 Wednesday, January 27, 2010
  • 47. A Simple Approach (That Doesn’t Work) • Since we need to update our game objects anyway... UpdateScene() becomes UpdateGameObjects() • In the spirit of good object-oriented design, we should let the game objects drive the large-scale engine systems. (Right???) Game
Forum
Germany
2010 20 Wednesday, January 27, 2010
  • 48. A Simple Approach (That Doesn’t Work) while (!quit) { ReadJoypad(); UpdateGameObjects(); // DrawScene(); FlipBuffers(); } Game
Forum
Germany
2010 21 Wednesday, January 27, 2010
  • 49. A Simple Approach (That Doesn’t Work) void Tank::Update () { MoveTank(); while (!quit) AimTurret(); { FireIfNecessary(); ReadJoypad(); UpdateGameObjects(); Animate(); // DrawScene(); DetectCollisions(); FlipBuffers(); SimulatePhysics(); } UpdateAudio(); Draw(); } Game
Forum
Germany
2010 21 Wednesday, January 27, 2010
  • 50. A Simple Approach (That Doesn’t Work) • The only problem with this is... it doesn’t work! • For one thing, it’s just not feasible for some engine systems.  e.g. Collision detection cannot be done (properly) one object at a time. • Need to solve iteratively, account for time of impact (TOI), • optimize collision detection via spatial subdivision (e.g. broadphase AABB prune and sweep), • optimize dynamics by grouping into islands, etc. Game
Forum
Germany
2010 22 Wednesday, January 27, 2010
  • 51. A Simple Approach (That Doesn’t Work) Game
Forum
Germany
2010 23 Wednesday, January 27, 2010
  • 52. A Simple Approach (That Doesn’t Work) • It’s also terribly inefficient: Game
Forum
Germany
2010 23 Wednesday, January 27, 2010
  • 53. A Simple Approach (That Doesn’t Work) • It’s also terribly inefficient:  potential for duplicated computations, Game
Forum
Germany
2010 23 Wednesday, January 27, 2010
  • 54. A Simple Approach (That Doesn’t Work) • It’s also terribly inefficient:  potential for duplicated computations,  possible reallocation of resources, Game
Forum
Germany
2010 23 Wednesday, January 27, 2010
  • 55. A Simple Approach (That Doesn’t Work) • It’s also terribly inefficient:  potential for duplicated computations,  possible reallocation of resources,  poor data and instruction cache coherence, Game
Forum
Germany
2010 23 Wednesday, January 27, 2010
  • 56. A Simple Approach (That Doesn’t Work) • It’s also terribly inefficient:  potential for duplicated computations,  possible reallocation of resources,  poor data and instruction cache coherence,  not conducive to parallel computation. Game
Forum
Germany
2010 23 Wednesday, January 27, 2010
  • 57. Hardware in the Old Days • On an Intel Pentium 286 (cira 1982):  CPU speed was the bottleneck (6 MHz). • ∴ Use if() tests to avoid unnecessary computations.  Integer instructions faster than floating-point. • ∴ Use fixed-point numbers, or FPU.  More compute power provided by adding transistors. Game
Forum
Germany
2010 24 Wednesday, January 27, 2010
  • 58. Modern Hardware • On a Cell (PS3) or Xenon (Xbox 360):  Memory access time is the bottleneck. • L1 cache miss = ~60 cycles. • L2 cache miss = ~500 cycles. • ∴ Organize data in compact, contiguous blocks. • Use struct of arrays rather than array of structs.  Pipelined architecture = branching & data conversion are slow. • ∴ Use duplicated computations to avoid if() tests.  Compute power is provided via parallelism. Game
Forum
Germany
2010 25 Wednesday, January 27, 2010
  • 59. Optimizing Large-Scale Updates Inefficient GameObject
1 GameObject
2 GameObject
3 Anim
 Coll.
 Draw
 Anim
 Coll.
 Draw
 Anim
 Coll.
 Draw
 

... Data Data Data Data Data Data Data Data Data Game
Forum
Germany
2010 26 Wednesday, January 27, 2010
  • 60. Optimizing Large-Scale Updates Much
beEer! Anima?on
Engine Collision
Engine Rendering
Engine GO
1
 GO
2
 GO
3
 GO
1
 GO
2
 GO
3
 GO
1
 GO
2
 GO
3
 Anim
 Anim
 Anim
 ... Coll.
 Coll.
 Coll.
 ... Draw
 Draw
 Draw
 ... Data Data Data Data Data Data Data Data Data Game
Forum
Germany
2010 26 Wednesday, January 27, 2010
  • 61. Optimizing Large-Scale Updates • Game objects do not own their large-scale system data...  ... they point to data that is owned by the large-scale systems. • Game objects should not mutate their large-scale system data...  ... they should only request changes. • That way, each large-scale system can:  apply any requested changes as part of its batch update,  organize its data in whatever manner is most efficient. Game
Forum
Germany
2010 27 Wednesday, January 27, 2010
  • 62. Optimizing Large-Scale Updates Anima?on
 Engine class Tank : public GameObject animControl15 skelInstance15 { public: animControl42 skelInstance42 // interface... animControl7 skelInstance7 private: ... ... // components -- owned by engine subsystems AnimControl* m_pAnimControl; RigidBody* m_pRigidBody; MeshInstance* m_pRenderable; }; ... Game
Forum
Germany
2010 28 Wednesday, January 27, 2010
  • 63. Optimizing Large-Scale Updates class Tank : public GameObject { public: Collision/Physics
World // interface... rigidBody9 collidable9 private: // components -- owned by engine subsystems rigidBody3 collidable3 AnimControl* m_pAnimControl; RigidBody* m_pRigidBody; rigidBody41 collidable41 MeshInstance* m_pRenderable; }; ... ... ... Game
Forum
Germany
2010 28 Wednesday, January 27, 2010
  • 64. Optimizing Large-Scale Updates class Tank : public GameObject { Scene
Graph public: meshInstance8 // interface... meshInstance5 private: // components -- owned by engine subsystems meshInstance37 AnimControl* m_pAnimControl; RigidBody* m_pRigidBody; ... MeshInstance* m_pRenderable; }; ... Game
Forum
Germany
2010 28 Wednesday, January 27, 2010
  • 65. while (!quit) { ReadJoypad(); g_gameWorld.UpdateAllGameObjects(); //for (each GameObject* pGo) // pGo->Update(); g_animationEngine.Update(); g_collisionWorld.DetectCollisions(); g_physicsWorld.Simulate(); g_audioEngine.Update(); g_renderingEngine.DrawAndFlipBuffers(); } Game
Forum
Germany
2010 29 Wednesday, January 27, 2010
  • 66. Player Mechanics and Animation 30 Wednesday, January 27, 2010
  • 67. Game
Forum
Germany
2010 31 Wednesday, January 27, 2010
  • 68. Player Mechanics on a Moving Object • Player’s position and orientation represented as an attached frame of reference:  reference to parent game object,  local transform (relative to parent),  cached world-space transform (with dirty flag). • Not quite as simple as it may sound!  Just switching to attached frames got us ~60% of the way there.  Lots of bugs to fix.  Special-case handling of transitions between attached frames. Game
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2010 32 Wednesday, January 27, 2010
  • 69. Animation Pipeline Review 1.Animation Update  Update clocks, trigger keyframed events, detect end-of-animation conditions, take transitions to new animation states. 2.Pose Blending Phase  Extract poses from anim clips, blend individual joint poses. • Generates local joint transforms (parent-relative). Game
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2010 33 Wednesday, January 27, 2010
  • 70. Animation Pipeline Review 3.Global Pose Phase  Walk hierarchy, calculate global joint transforms (model-space or world-space) and matrix palette (input to renderer). 4.Post-Processing  Apply IK, procedural animation, etc. • Generates new local joint transforms. • Recalculate global poses if necessary (re-run phase 3). Game
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2010 34 Wednesday, January 27, 2010
  • 71. Game Object Hooks • It’s convenient to provide game objects with hooks into the various phases of the animation update. • What we do at Naughty Dog:  GameObject::Update() • Regular GO update; runs before animation.  GameObject::PostAnimUpdate() • Runs after Animation Phase 1. • Game objects may respond to animation events, force transitions to new animation states, etc. Game
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2010 35 Wednesday, January 27, 2010
  • 72. Game Object Hooks  GameObject::PostAnimBlending() • Runs after Animation Phase 2. • Game objects can apply procedural animation in local space.  GameObject::PostJointUpdate() • Runs after Animation Phase 3. • This is the first time during the frame that the global transform of every joint is known. • Game objects can apply IK, or use the global space joint transforms in other ways. Game
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2010 36 Wednesday, January 27, 2010
  • 73. while (!quit) { // ... g_gameWorld.UpdateAllGameObjects(); g_animationEngine.RunPhase1(); g_gameWorld.CallPostAnimUpdateHooks(); g_animationEngine.RunPhase2(); g_gameWorld.CallPostAnimBlendingHooks(); g_animationEngine.RunPhase3(); g_gameWorld.CallPostJointUpdateHooks(); // ... Game
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2010 37 Wednesday, January 27, 2010
  • 74. Object Attachment Hierarchy Bucketed Updates 38 Wednesday, January 27, 2010
  • 75. Game Object Attachment Hierarchy Game
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2010 39 Wednesday, January 27, 2010
  • 76. Game Object Attachment Hierarchy Game
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2010 39 Wednesday, January 27, 2010
  • 77. Game Object Attachment Hierarchy Game
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2010 39 Wednesday, January 27, 2010
  • 78. Game Object Attachment Hierarchy Game
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2010 39 Wednesday, January 27, 2010
  • 79. Game Object Attachment Hierarchy Game
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2010 39 Wednesday, January 27, 2010
  • 80. Bucketed Game Object Updates • Can implement this by updating game objects in buckets.  Game object dependencies represented by a dependency tree. Game
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2010 40 Wednesday, January 27, 2010
  • 81. Bucketed Game Object Updates • Can implement this by updating game objects in buckets.  Game object dependencies represented by a dependency tree.  Each bucket corresponds to one level of the tree. Bucket
0 Bucket
1 Bucket
2 Bucket
3 trainCar7 box12 weapon3 trainCar8 crate21 playerCharacter weapon17 npc65 trainCar9 ... ... ... ... Game
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2010 40 Wednesday, January 27, 2010
  • 82. Bucketed Game Object Updates • Simpler to group objects into pre-determined buckets. Vehicle
Bucket Object
Bucket Character
Bucket Prop
Bucket trainCar7 box12 weapon3 trainCar8 crate21 playerCharacter weapon17 npc65 trainCar9 ... ... ... ... Game
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2010 41 Wednesday, January 27, 2010
  • 83. Bucketed Game Object Updates while (!quit) { // ... for (each bucket) { g_gameObjectMgr.UpdateObjects(bucket); AnimateBucket(bucket); } g_collphysWorld.CollideAndSimulate(dt); g_audioEngine.Update(dt); g_renderingEngine.DrawAndFlipBuffers(dt); } Game
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2010 42 Wednesday, January 27, 2010
  • 84. void AnimateBucket(bucket) { g_animationEngine.UpdateClocks(bucket); for (each GameObject* pGo in bucket) pGo->PostAnimUpdate(); g_animationEngine.CalcLocalPoses(bucket); for (each GameObject* pGo in bucket) pGo->PostAnimBlending(); g_animationEngine.CalcGlobalPoses(bucket); for (each GameObject* pGo in bucket) pGo->PostJointUpdate(); } Game
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2010 43 Wednesday, January 27, 2010
  • 85. Ray and Sphere Casts 44 Wednesday, January 27, 2010
  • 86. Ray and Sphere Casts • A collision cast is an instantaneous collision query.  Input: • Snapshot of collision geometry in game world at time t. • One or more rays / moving spheres (capsules) to cast.  Output: • Would any of the rays/spheres strike anything? • If so, what? Game
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2010 45 Wednesday, January 27, 2010
  • 87. Ray and Sphere Casts • A collision cast is an instantaneous collision query.  Input: • Snapshot of collision geometry in game world at time t. • One or more rays / moving spheres (capsules) to cast.  Output: • Would any of the rays/spheres strike anything? • If so, what? Game
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2010 45 Wednesday, January 27, 2010
  • 88. Ray and Sphere Casts • A collision cast is an instantaneous collision query.  Input: • Snapshot of collision geometry in game world at time t. • One or more rays / moving spheres (capsules) to cast.  Output: • Would any of the rays/spheres strike anything? • If so, what? Game
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2010 45 Wednesday, January 27, 2010
  • 89. Ray and Sphere Casts • A collision cast is an instantaneous collision query.  Input: • Snapshot of collision geometry in game world at time t. • One or more rays / moving spheres (capsules) to cast.  Output: • Would any of the rays/spheres strike anything? • If so, what? Game
Forum
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2010 45 Wednesday, January 27, 2010
  • 90. Ray and Sphere Casts • A collision cast is an instantaneous collision query.  Input: • Snapshot of collision geometry in game world at time t. • One or more rays / moving spheres (capsules) to cast.  Output: • Would any of the rays/spheres strike anything? • If so, what? Game
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2010 45 Wednesday, January 27, 2010
  • 91. Uses for Collision Casting • Player and NPCs use downward casts to determine what surface they are standing on. • NPCs use ray casts to answer line of sight questions. • Weapons use ray casts to determine bullet impacts. • and the list goes on... Game
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2010 46 Wednesday, January 27, 2010
  • 92. Uses for Collision Casting • Player and NPCs use downward casts to determine what surface they are standing on. • NPCs use ray casts to answer line of sight questions. • Weapons use ray casts to determine bullet impacts. • and the list goes on... Game
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2010 46 Wednesday, January 27, 2010
  • 93. Uses for Collision Casting • Player and NPCs use downward casts to determine what surface they are standing on. • NPCs use ray casts to answer line of sight questions. • Weapons use ray casts to determine bullet impacts. • and the list goes on... Game
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2010 46 Wednesday, January 27, 2010
  • 94. Uses for Collision Casting • Player and NPCs use downward casts to determine what surface they are standing on. • NPCs use ray casts to answer line of sight questions. Game
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2010 46 Wednesday, January 27, 2010
  • 95. Uses for Collision Casting • Player and NPCs use downward casts to determine what surface they are standing on. • NPCs use ray casts to answer line of sight questions. • Weapons use ray casts to determine bullet impacts. Game
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2010 46 Wednesday, January 27, 2010
  • 96. Uses for Collision Casting • Player and NPCs use downward casts to determine what surface they are standing on. • NPCs use ray casts to answer line of sight questions. • Weapons use ray casts to determine bullet impacts. • and the list goes on... Game
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2010 46 Wednesday, January 27, 2010
  • 97. Inter-Game-Object Queries and Synchronization • Synchronization problems can arise whenever:  game object A...  ... queries game object B. • Not just limited to ray and sphere casts.  Any kind of inter-object query can be affected. Game
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2010 47 Wednesday, January 27, 2010
  • 98. Game Object State Vectors • Can think of a game object as a heterogeneous “state vector.” • The state of the ith game object is a vector function of time t. Si(t) = [ ri(t), vi(t), mi, ..., healthi(t), ammoi(t), ... ] Game
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2010 48 Wednesday, January 27, 2010
  • 99. Bucketing and Game Object State Vectors • Theoretically, the state vectors of all game objects are updated instantaneously and in parallel. t1 SA SB SC Game
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2010 49 Wednesday, January 27, 2010
  • 100. Bucketing and Game Object State Vectors • Theoretically, the state vectors of all game objects are updated instantaneously and in parallel. t1 t2
=
t1
+
∆t SA SA SB SB SC SC Game
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2010 49 Wednesday, January 27, 2010
  • 101. Bucketing and Game Object State Vectors • In practice, updates take time—object states can be inconsistent during the update. t1 SA SB SC Game
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2010 50 Wednesday, January 27, 2010
  • 102. Bucketing and Game Object State Vectors • In practice, updates take time—object states can be inconsistent during the update. t1 t2
=
t1
+
∆t SA SA SB SC Game
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2010 50 Wednesday, January 27, 2010
  • 103. Bucketing and Game Object State Vectors • In practice, updates take time—object states can be inconsistent during the update. t1 t2
=
t1
+
∆t SA SA SB SB SC Game
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2010 50 Wednesday, January 27, 2010
  • 104. Bucketing and Game Object State Vectors • In practice, updates take time—object states can be inconsistent during the update. t1 t2
=
t1
+
∆t SA SA SB SB SC Game
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2010 50 Wednesday, January 27, 2010
  • 105. Bucketing and Game Object State Vectors • In practice, updates take time—object states can be inconsistent during the update. t1 t2
=
t1
+
∆t SA SA SB SB SC SC Game
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2010 50 Wednesday, January 27, 2010
  • 106. Bucketing and Game Object State Vectors • Problems arise when we query the state of object A during the update of object B or C. t1 t2
=
t1
+
∆t SA SA SB SC Game
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2010 51 Wednesday, January 27, 2010
  • 107. Bucketing and Game Object State Vectors • Problems arise when we query the state of object A during the update of object B or C. t1 t2
=
t1
+
∆t SA SA SB query SC Game
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2010 51 Wednesday, January 27, 2010
  • 108. Bucketing and Game Object State Vectors • Major contributor to the ubiquitous “one frame off bug.” • Update ordering via bucketing helps, but only when the following rule is adhered to: An object in bucket b may only read the state of objects in buckets (b - 1), (b - 2), ... • You can’t reliably read the state of objects in your own bucket! Game
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2010 52 Wednesday, January 27, 2010
  • 109. One Frame Off Bugs in Collision Queries • Another complication arises because:  Collision and physics run after the game objects have updated.  So, the location of all collision geometry is one frame old when we cast our rays/spheres. Game
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2010 53 Wednesday, January 27, 2010
  • 110. One Frame Off Bugs in Collision Queries • Another complication arises because:  Collision and physics run after the game objects have updated.  So, the location of all collision geometry is one frame old when we cast our rays/spheres. collision
geo is
leR
behind Game
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2010 53 Wednesday, January 27, 2010
  • 111. One Frame Off Bugs in Collision Queries • Another complication arises because:  Collision and physics run after the game objects have updated.  So, the location of all collision geometry is one frame old when we cast our rays/spheres. collision
geo ray
cast is
leR
behind misses
its
target Game
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2010 53 Wednesday, January 27, 2010
  • 112. One Frame Off Bugs in Collision Queries • Problem:  What we really want is to update each game object’s collision geometry with its bucket. • Impossible, because coll/phys update is monolithic—happens after all game objects have been updated. Game
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2010 54 Wednesday, January 27, 2010
  • 113. One Frame Off Bugs in Collision Queries • Problem:  What we really want is to update each game object’s collision geometry with its bucket. • Impossible, because coll/phys update is monolithic—happens after all game objects have been updated.  ... or is it? Game
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2010 54 Wednesday, January 27, 2010
  • 114. One Frame Off Bugs in Collision Queries • Observation:  Ray and sphere casts don’t care about the full collision/physics update. • Don’t need contact information, velocity, etc. • Only need to know where the collision geo will be. • Solution:  All we need to do is update the broadphase AABBs between buckets. Game
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2010 55 Wednesday, January 27, 2010
  • 115. Solving One Frame Off Bugs in Collision Queries • Instead, we’ll update the AABBs early, in between game object bucket updates.  This allows our collision queries to return correct results. Game
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2010 56 Wednesday, January 27, 2010
  • 116. Solving One Frame Off Bugs in Collision Queries • Instead, we’ll update the AABBs early, in between game object bucket updates.  This allows our collision queries to return correct results. collision
geo is
leR
behind Game
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2010 56 Wednesday, January 27, 2010
  • 117. Solving One Frame Off Bugs in Collision Queries • Instead, we’ll update the AABBs early, in between game object bucket updates.  This allows our collision queries to return correct results. broadphase AABB
update Game
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2010 56 Wednesday, January 27, 2010
  • 118. Solving One Frame Off Bugs in Collision Queries • Instead, we’ll update the AABBs early, in between game object bucket updates.  This allows our collision queries to return correct results. broadphase AABB
update ray
cast hits Game
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2010 56 Wednesday, January 27, 2010
  • 119. Achieving Parallelism 57 Wednesday, January 27, 2010
  • 120. Game Console Architecture: Xbox 360 PowerPC PowerPC PowerPC Core
0 Core
1 Core
2 L1
 L1
 L1
 L1
 L1
 L1
 Data Instr. Data Instr. Data Instr. Shared
L2
Cache
(1
MB) Unified
RAM GPU (512
MB) Game
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2010 58 Wednesday, January 27, 2010
  • 121. Game Console Architecture: PLAYSTATION 3 PPU SPU0 SPU1 SPU6 L1
 L1
 Data Instr. Local
Store Local
Store ... Local
Store L2
Cache (256
kB) (256
kB) (256
kB) (512
kB) EIB DMAC System
RAM Video
RAM GPU (256
MB) (256
MB) Game
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2010 59 Wednesday, January 27, 2010
  • 122. Thinking About Modern Multiprocessor Hardware • We’ll think in terms of multiple hardware threads. • These could be provided by:  hyperthreaded CPU,  multiple cores,  SPUs on PS3/Cell. Game
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2010 60 Wednesday, January 27, 2010
  • 123. Ways to Achieve Parallelism: Thread per Subsystem game collision/ animaUon rendering audio loop physics Game
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2010 61 Wednesday, January 27, 2010
  • 124. Ways to Achieve Parallelism: Thread per Subsystem game collision/ animaUon rendering audio loop physics Game
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2010 61 Wednesday, January 27, 2010
  • 125. Ways to Achieve Parallelism: Fork/Join set
up Game
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2010 62 Wednesday, January 27, 2010
  • 126. Ways to Achieve Parallelism: Fork/Join set
up fork thread2 thread0 thread1 thread3 Game
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2010 62 Wednesday, January 27, 2010
  • 127. Ways to Achieve Parallelism: Fork/Join set
up fork thread2 thread0 thread1 thread3 process
 join results Game
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2010 62 Wednesday, January 27, 2010
  • 128. Ways to Achieve Parallelism: Jobs PPU SPU0 SPU1 SPU5 anim
 ray
cast anim
 pose pose anim
 ray
cast pose anim
 pose game ... broad
 broad
 loop phase phase visibility mesh
 visibility visibility proc Game
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2010 63 Wednesday, January 27, 2010
  • 129. Ways to Achieve Parallelism: Jobs PPU SPU0 SPU1 SPU5 anim
 ray
cast anim
 pose pose anim
 kick ray
cast pose anim
 pose game ... broad
 broad
 loop phase phase visibility mesh
 visibility visibility proc Game
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2010 63 Wednesday, January 27, 2010
  • 130. Ways to Achieve Parallelism: Jobs PPU SPU0 SPU1 SPU5 anim
 ray
cast anim
 pose pose anim
 kick ray
cast pose anim
 pose game ... broad
 broad
 loop phase phase visibility wait mesh
 visibility visibility proc Game
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2010 63 Wednesday, January 27, 2010
  • 131. Ways to Achieve Parallelism: Jobs • Job = [ (code + input data) → output data ]  Kick job = request job to be scheduled on a HW thread.  Must wait for job before processing its output data. • If job is done, wait takes close to zero time. • If job is not done, main thread (PPU) blocks until it is done. • Job manager handles scheduling, allocates buffers in local store, and coordinates DMAs.  Programmer specifies data sources & destinations via a DMA list. Game
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2010 64 Wednesday, January 27, 2010
  • 132. Parallelism on the Train while (!quit) { // ... RayCastHandle hRayCast = kickRayCast(...); // do other useful work on PPU // ... waitRayCast(hRayCast); processRayCastResults(hRayCast); // ... } Game
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2010 65 Wednesday, January 27, 2010
  • 133. Parallelism on the Train RayCastHandle hRayCast = INVALID; while (!quit) { while (!quit) // ... { // ... RayCastHandle hRayCast = kickRayCast(...); // wait and re-kick immediately if (hRayCast.IsValid()) // do other useful work on PPU { // ... waitRayCast(hRayCast); processRayCastResults(hRayCast); waitRayCast(hRayCast); } processRayCastResults(hRayCast); hRayCast = kickRayCast(...); // ... // ... } } Game
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2010 65 Wednesday, January 27, 2010
  • 134. Parallelism on the Train • How does parallelism with jobs affect our train design?  Large-scale engine system updates and ray/sphere casts are largely asynchronous in U2:AT. • Main game loop (PPU) kicks jobs on SPU. • Other work can proceed on the PPU while jobs are running. • Results picked up later this frame... or next frame. Game
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2010 66 Wednesday, January 27, 2010
  • 135. Parallelism on the Train • Data must be compact and contiguous so it can be DMA’d to the SPUs.  We’re doing this already, to maintain good cache coherency. • The collision world must be locked in order to update broadphase AABBs:  Wait until all outstanding ray/sphere jobs are done.  Lock.  Update AABBs.  Unlock. Game
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2010 67 Wednesday, January 27, 2010
  • 136. Parallelism on the Train • We can even do our broadphase AABB updates asynchronously. PPU Update
Bucket
0 Game
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2010 68 Wednesday, January 27, 2010
  • 137. Parallelism on the Train • We can even do our broadphase AABB updates asynchronously. Kick
 PPU Update
Bucket
0 BP
Job Game
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2010 68 Wednesday, January 27, 2010
  • 138. Parallelism on the Train • We can even do our broadphase AABB updates asynchronously. Kick
 PPU Update
Bucket
0 BP
Job Broadphase
 SPU AABB
Job Game
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2010 68 Wednesday, January 27, 2010
  • 139. Parallelism on the Train • We can even do our broadphase AABB updates asynchronously. Kick
 PPU Update
Bucket
0 BP
Job Update
Bucket
1 Broadphase
 SPU AABB
Job Game
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2010 68 Wednesday, January 27, 2010
  • 140. Parallelism on the Train • We can even do our broadphase AABB updates asynchronously. query/cast Kick
 PPU Update
Bucket
0 BP
Job Update
Bucket
1 Broadphase
 SPU AABB
Job Game
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2010 68 Wednesday, January 27, 2010
  • 141. Conclusions 69 Wednesday, January 27, 2010
  • 142. Conclusions • The combination of modern hardware restrictions and the problems generated by the train level...  forced us to design our engine in a robust and efficient manner. • Results:  U2:AT boasts near 100% hardware utilization on PS3 (PPU + all 6 SPUs).  Way-cool train level as pay-off for all the hard work.  Technology was the primary enabler for the convoy level as well. Game
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2010 70 Wednesday, January 27, 2010
  • 143. Thanks For Listening! • Free free to send questions to me at: jason_gregory@naughtydog.com Game
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2010 71 Wednesday, January 27, 2010