FiringSquad: Home of the Hardcore Gamer - Games, Hardware, Reviews and NewsSubmit your own or view users' CPU overclocking results!

  
 Home   News   THE MATRIX   Deals   Hardware   Games   Features   Media   Products   Forums   FS China 
AddThis Social Bookmark Button

Home : Hardware : Cool Stuff : Intel Tools: Optimizing Civilization V
» Join the Greatest Gaming Community NOW! (It's free)

Already a member? Login
 



Random Gallery >> 
Click to view high-res Image!
Leaked Assassin's Creed 3 Screenshots [6] (0)

[FX] 3-Screen Effect - Guide (part-1) (0) by nGAGE
Drink That S#!t Up! (14) by p4l1ndr0m3
My Crank That Sh#!t Up! entry :D (3) by chipmunk995
My crank that S#!T up entry (9) by iamcj
CRANG That S#!T Up! (15) by ElwinRansom
Superlative Computer (6) by arvernis
The Nvidia "Crank That S#!T Up" Quiz Show! (21) by mohawkade
Blow That S#!t Up! (8) by Synchronous Failure
Crank that s#!t up to 11!!! (14) by jarrodthome
My Entry for the Crank that SH#!T Up Contest (12) by TheGamesHD

More Blogs >>




Intel Tools: Optimizing Civilization V
January 20, 2011  
Product Info | User Reviews | Article Images | Image Gallery | Comments | Forum Thread
New Game, New Architecture, New Engine



No game publisher can expect to thrive in the competitive landscape of the PC games industry today without knowing how to take advantage of the latest software tools to exploit the ever-evolving platform capabilities. With games growing more complex each year, coupled with new APIs and hardware platforms, three cardinal rules guide developers:

  • Achieve scalable game performance

  • Optimize for a range of platforms to increase the size of the target audience

  • Create a roadmap to accommodate future platforms


  • During the development of Civ5, Firaxis took those factors into account and re-architected its game engine to take maximum advantage of multi-core processing—with an eye to the future as many-core processors become even more prevalent. Intel GPA, Intel® Threading Building Blocks, and the Intel® VTune™ Performance Analyzer proved valuable in maximizing threading performance. Firaxis was able to tune Civ5 for a wide range of PCs, eliminating graphics bottlenecks hurt performance and distracted from the gameplay experience. Intel Threading Building Blocks 3.0, pre-instrumented for the Intel GPA 3.0 Platform View, effectively complemented the depth of performance visualization provided by Intel GPA and helped Firaxis developers improve parallel code efficiency.



    The throughput challenges presented by Civ5 were particularly demanding because of the number of character interactions taking place at any given time. For example, in a first-person shooter, a typical maximum of 20 fully animated, unique characters might interact in a scene. In a massively multi-player online role-playing game, the number of animated characters could climb to 100. In real-time strategy games, up to 500 characters might be interacting. In comparison, Civ5 had to support up to 10,000 characters at a time. To accommodate this massive level of throughput, the development team embarked on a mission to increase the scalability of the game engine and to take better advantage of multi-threading.


    Identifying and Eliminating CPU and GPU Bottlenecks


    “When you are writing a game,” Dan Baker, graphics lead at Firaxis Games, said, “two things can potentially slow you down: the CPU or the GPU. You can’t run any faster than whichever one of those two is slowing you down. We have to use a two-prong approach and worry about what is happening on both the CPU and the GPU.”
    With the addition of the new Platform View feature, Intel GPA 3.0 now provides developers with a system-level view of operations, offering a clear, visual depiction of CPU and GPU activities on the same scale. This capability, coupled with the ability to zoom down to a low-level to pinpoint performance issues, provides an extremely useful macro-level and micro-level perspective to developers. Firaxis capitalized on these features during Civ5 development to scope out large-scale problems and then address them at the code level.


    Back! Page 1     Graphics Performance Example Next!
    Blog + Share: Digg Del.icio.us Reddit SU furl • More: AddThis Social Bookmark Button
    Send This Article to a Friend!  
    Table of Contents
      Print Entire Article  

    MATRIX CONTENT » RANDOM MEDIA BLOG More Blogs >>
    No ratings yet
    » Please rate this
    Read this Media-Blog entry!» Crank That PhysX UP! (10)
    by mohawkade (35) Talk with this user on their Shout Box (My other blogs) Posted 34 months ago


     Latest Headlines
    South Park: The Stick of Truth VGA gameplay trailer (0)
    New Hawken cinematic trailer heralds an open beta (0)
    BioShock: Infinite VGA 2012 gameplay trailer (0)
    New SimCity trailer highlights Multi-City gameplay (0)
    Tomb Raider reboot gets new gameplay trailer (0)
    Today's News >>
    Today's Siteseeing >>


     Table of Contents


    FiringSquad is powered by... Back to Top Site MapContact UsAdvertise With Us Privacy StatementAbout Us  
    News RSSSiteseeing RSSArticle RSS   © 1998-2013 FS Media, Inc. All Rights Reserved