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Alien isolation Behind the Tech

Soldato
Joined
25 Nov 2011
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Interesting read into the tech behind the game..

This bit stud out for me, AMD bring in physics

GPU-ACCELERATED PARTICLES
The particle effects in Alien: Isolation breathe life into the eerie setting of the Sevastopol. From fire and smoke effects, to the streams of sparks generated by Ripley’s blow torch, an efficient way to simulate the thousands of simultaneous particles is to run a physical simulation on an AMD Radeon™ GPU.

The different characteristics of these particle types are artist-controlled using parameters baked into the metadata of a texture. Particles can be affected by velocity fields and bounced off the scene geometry by reading data out of the G-buffer. When it's time to render for the player, the particle physics are GPU-accelerated with DirectCompute on AMD Radeon™ graphics cards
http://community.amd.com/community/...og/2014/10/07/high-tech-fear--alien-isolation
 
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Can anyone confirm that the gpu particles on this game is amd only? I have seen screenshots from other members who have nvidia and it doesn't show them, like the image in the link.
 
Do you know if there gpu accelerated? Am guessing that all the effects will be there for all users, because amd never lock down effect.

But why doesn't for example DG screenshot show them?

A screenie from the bench to show I get them and there is particles flying about the whole time.

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I assume they are being done on the CPU as well, because if you look at my CPU usage, the cores are very high and only games that use CPU Physics have I seen this.

Edit:

As for DGs screenshots, I have no idea and not seen them.
 
I think in-house brewed proprietary physics engines is an excellent solution as opposed to the use of third party tools and technologies. Which is what this is, it's an engine designed by Creative Assembly, Shanks. Has nothing to do with AMD, just for the record! I think coupled with the fact the engine is also in-house makes for a great combination
 
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Has nothing to do with AMD, just for the record!

That's a bold statement-knowing what kind of input AMD had in game development or is it assumption?

AMD and The Creative Assembly utilized the resources of the AMD Gaming Evolved program to develop and optimize those technologies for DirectX® 11-ready AMD Radeon™ graphics cards

The Creative Assembly team tapped AMD’s “contact hardening shadow” technology.

I'll put it out there that features cost time-hence money to code, without AMD's cash, would that have been a core part of the IQ or would they just have straight ported?
 
It's an in-house engine, if you understand how these things work then it's not a bold statement at all, it's fact.

Sorry. I'm pretty certain AMD don't have any endorsed Physics technologies, or else we'd be damn certain to hear about it. Every day.


Contact hard shadowing has been around since 5*** series. I'm not sure AMD would have spent any money on this title Tommy. It's just an endorsement.
 
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If you're talking specifically about a physics engine, yes I doubt AMD had a hand in it, other stuff AMD would have.

I was meaning other features wouldn't have been added just for the sake of it, higher IQ has been adapted into PC version due in partnership with AMD-much the same as Nvidia titles having more spit and polish on PC due to monies paid-Metro titles as an example(gpu physx aside) wouldn't look anywhere near the way they did without a contract stating specific features had to be included.
 
Having played it a little bit now, the lighting in this game is really quite good, probably the best I've ever seen ... and it runs very well. I'm well impressed :)
 
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