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标题: 卡神在CES上接受Gameinformer采访第一部分 [打印本页]

作者: Jonsoncao    时间: 2007-1-10 21:11     标题: 卡神在CES上接受Gameinformer采访第一部分

http://www.gameinformer.com/News ... 37.15034.htm?Page=1

其中各位吵架爱好者可能会感兴趣的部分
引用:
GI: At QuakeCon two years ago, you were very adamant during your keynote about not being too thrilled about developing for multi-core systems. Not just specifically with PCs, but also the PlayStation 3 and Xbox 360. Now that you’ve been working with both of them since then, have your thoughts changed at all?

Carmack: Microsoft has made some pretty nice tools that show you what you can make on the Xbox 360. I get a nice multi-frame graph, and I can label everything across six threads and three cores. They are nice tools for doing all of that, but the fundamental problem is that it’s still hard to do. If you want to utilize all of that unused performance, it’s going to become more of a risk to you and bring pain and suffering to the programming side. It already tends to be a long pole in the tent for getting a game out of the door. It’s no help to developers to be adding all of this extra stuff where we can spend more effort on this. We’re going to be incentivized, obviously, to take advantage of the system, because everybody’s going to be doing that. It’s not like anyone’s going to say that it’s impossible to do. People tend to look at it from the up side. It gives you this many more flops and it gives you this much more power to do that. But you have to recognize that there is another edge to that sword, and you will suffer in some ways for dealing with this. I don’t have any expectation that anytime soon, a massive breakthrough will occur that will make parallel programming much easier. It’s been an active research project for many years. Better tools will help and somewhat better programming methodologies will help. One of the big problems with modern game development with CC++ languages is that your junior programmer who’s supposed to be over there working on how the pistol works can’t have one tiny little erase condition that interacts with the background thread doing something. I do sweat about the fragility of what we do with the large-scale software stuff with multiple programmers developing on things, and adding multi-core development makes it much scarier and much worse in that regard.

So we’re dealing with it, but it’s an aspect of the landscape that obviously would have been better if we would have been able to get more gigahertz in a processor core. But life didn’t turn out like that, and we have to just take the best advantage with it.



GI: You talked a lot about the Xbox 360. What are your thoughts on the PlayStation 3 now that you’ve had more time on it?

Carmack: We’ve got our PlayStation 3 dev kits, and we’ve got our code compiling on it. I do intend to do a simultaneous release on it. But the honest truth is that Microsoft dev tools are so much better than Sony’s. We expect to keep in mind the issues of bringing this up on the PlayStation 3. But we’re not going to do much until we’re at the point where we need to bring it up to spec on the PlayStation 3. We’ll probably do that two or three times during the major development schedule. It’s not something we’re going to try and keep in-step with us. None of my opinions have really changed on that. I think the decision to use an asymmetric CPU by Sony was a wrong one. There are aspects that could make it a winning decision, but they’re not helpful to the developers. If they make the developers say that Sony is going to own the main marketplace, let’s make them develop toward this and build it this way, it would somewhat downplay the benefits of the Xbox 360 and play to the PlayStation 3’s strengths. I suspect they’re not going to overwhelmingly crush the marketplace this time, which wasn’t clear a year ago. A lot of people were thinking it’s going to be a rerun of the last generation, and it’s now looking like it might not be. I’ve been pulling for Microsoft, because I think they’ve done a better job for development support, and I think they have made somewhat smarter decisions on the platform. It’s not like the PlayStation 3 is a piece of junk or anything. I was not a fan of the PlayStation 2 and the way its architecture was set up. With the PlayStation 3, it’s not even that it’s ugly--they just took a design decision that wasn’t the best from a development standpoint.

作者: muranus    时间: 2007-1-10 21:15

But the honest truth is that Microsoft dev tools are so much better than Sony’s.

只看这一句。
作者: 顶级FORD    时间: 2007-1-10 21:16

说得很中肯

索尼脑子彻底进水了
cpu开发为ibm买单
显卡开发为nv买单
问题是买了单还比别人的差
问题2是ps2他就上过这样的当了

我是从来没在现实生活中见过有这么傻的人了
作者: 狩魔冥    时间: 2007-1-10 21:27

It’s not like the PlayStation 3 is a piece of junk or anything.
说起来,卡神的火箭研究的怎么样了?
作者: silverhoof    时间: 2007-1-10 21:32

A lot of people were thinking it’s going to be a rerun of the last generation, and it’s now looking like it might not be.

^_^,偶像的预期和我一致。另外我也认为那个CELL的设计比较白痴,非对称设计让本来就够麻烦的多线程编程变成了彻头彻尾的灾难。
作者: 猛男乙    时间: 2007-1-10 21:34

I’ve been pulling for Microsoft, because I think they’ve done a better job for development support, and I think they have made somewhat smarter decisions on the platform. It’s not like the PlayStation 3 is a piece of junk or anything.I was not a fan of the PlayStation 2 and the way its architecture was set up. ..

这些话彻底把操版定义到了索黑的位置.

哦,口误,不是操版,是卡神...
不过也差不多:D
作者: hourousha    时间: 2007-1-10 21:47

哎……
不知卡神会受到什么样的待遇,似乎以前在卡神说过‘PS3有更高的峰值性能’时,曾经被某群人拥戴了很长时间的样子……
作者: Jonsoncao    时间: 2007-1-10 21:47

其实那两句话在表扬sony,虽然他认为sony的选择不正确,但ps3也不是a piece of junk,而且比ps2好多了……从程序员的角度来sony的选择不好不代表市场不接受
作者: 藕是张力    时间: 2007-1-10 22:03

只关心第二个问题,没有看见新信息
作者: BD    时间: 2007-1-10 22:05

卡神早就被微软买通了吧,我印象中这个水平的Coder都是有傲骨的,喜欢有挑战性的工作的。

论起开发环境,当然是微软的好,那么多年的Visual Studio白做的?
作者: hourousha    时间: 2007-1-10 22:12

任何人,不管水平高低,都更喜欢更强大而友善的硬件和软件开发环境。
难道非得死乞白赖地抢着被开发环境转圈耍着玩,才叫有水平?有傲骨?
作者: 林中骑士    时间: 2007-1-10 22:13

我是进来瞻仰卡神发言的,一直很崇拜卡神言简意赅的说话风格!有些句子简直可做说明文范本!
作者: west2046    时间: 2007-1-10 22:13

论游戏制作,当然是索尼好,那么多年的游戏白做的?
作者: 林中骑士    时间: 2007-1-10 22:14

引用:
原帖由 BD 于 2007-1-10 22:05 发表
卡神早就被微软买通了吧,我印象中这个水平的Coder都是有傲骨的,喜欢有挑战性的工作的。

论起开发环境,当然是微软的好,那么多年的Visual Studio白做的?
卡马克在技术上不可能说瞎话的!
作者: tdkgtm    时间: 2007-1-10 22:14

引用:
原帖由 BD 于 2007-1-10 22:05 发表
卡神早就被微软买通了吧,我印象中这个水平的Coder都是有傲骨的,喜欢有挑战性的工作的。

论起开发环境,当然是微软的好,那么多年的Visual Studio白做的?
他怎么没加入中国国籍?
作者: ibelieveicandie    时间: 2007-1-10 22:18

引用:
原帖由 hourousha 于 2007-1-10 22:12 发表
任何人,不管水平高低,都更喜欢更强大而友善的硬件和软件开发环境。
难道非得死乞白赖地抢着被开发环境转圈耍着玩,才叫有水平?有傲骨?
是啊,和开发环境搏斗绝对是正常人所不愿意做的。
作者: westlost    时间: 2007-1-10 22:21

I’ve been pulling for Microsoft, because I think they’ve done a better job for development support, and I think they have made somewhat smarter decisions on the platform.
ms平台的易开发性还是很有吸引力的,如果只花三分之二或者一半的时间就能轻松开发出在ps3上比较费力才能开发出的游戏,的确,作一个明智的选择很容易
作者: xtpl    时间: 2007-1-10 22:32

要求翻译
作者: baggio635193    时间: 2007-1-10 22:37

引用:
原帖由 xtpl 于 2007-1-10 22:32 发表
要求翻译
同求
作者: 网上的final    时间: 2007-1-10 23:54

偶就勉为其难的翻译一下吧 :D
=====================================================
      quakecon两年前 你非常坚持在你左右不要太兴奋了基调发展为多核心系统. 不只是具体电脑,而且xbox的PlayStation3和360. 现在,你已经同他们两人自那时起,一切都在改变你的想法? carmack:微软已经取得了一些漂亮的表演,你有什么好工具就可以做出xbox360. 我要漂亮多帧图形,而且我可以跨越一切帽子、三芯线六. 他们所做的一切都是很好的工具,但根本的问题是,它仍然很难做. 如果你想利用这一切,未表现这将成为一个更危险议编程带来痛苦的一面. 这似乎是一个已经在漫长杆搭帐棚游戏出家门. 它的发展是没有帮助所有这些额外添加的东西我们可以花更多精力. 我们将予以incentivized,显然利用该系统,因为大家的将是在这样做. 它不像别人去说不可能这样做. 人们往往从增长方. 这让你多反复,这也使你更有权这样做. 但你不得不承认,还有力地说剑在某些方面,你会受到处理. 我没有任何期望不久将出现大量的突破,将使并行程序容易得多. 这是一个积极的研究项目多年. 更好的工具,将有助于更好地编程方法将会有所帮助. 其中一个大问题,用现代语言游戏开发完工++初级程序员谁是你的工作理应是那边如何手枪作品一不可抹杀大喜条件与在后台线程做事. 我的汗水与我们脆弱的大型软件开发程序员多一点东西, 加上多核心发展非常可怕,使得这方面的更糟. 所以我们对付它, 但它的一个方面的景观,显然会比较好,如果我们都能够在一个更加兆赫处理器核心. 但生命并不属实,而我们只把最好的优势来. 肠胃:你畅谈xbox360. 您对目前的PlayStation3,你有更多时间呢? carmack:我们的仰韶文化的PlayStation3368套,我们一定得在编制代码. 我打算做同步发行. 但事实是,微软诚实工具等368比索尼的. 我们期望铭记这一问题带来了对游戏机3. 但我们并不是在做多点,直到我们要努力达到的光谱的PlayStation3. 也许我们会做两至三倍,在大开发的时间表. 这不是我们要去尝试紧步我们. 我真的没有意见,就改变了. 我认为决定使用对称CPU的错误之一是索尼. 还有一个方面,可以使它赢得决策,但是他们没有帮助开发商. 开发商说,如果他们提出索尼将自己的主要市场 让他们把它朝着这样它的好处有点淡化xbox360玩游戏机到3的优势. 我猜想他们不会压倒粉碎市集此时,一年前尚不清楚. 很多人以为今天是一场重播的上一代而它现在的样子,可能不是. 我被拉动微软,因为我觉得他们已经做了更好的发展支助, 我觉得你们有点醒了决策平台. 它不像是一块垃圾的PlayStation3或者什么. 我不是范的PlayStation2和的方式成立,其建筑. 随着游戏机三日它连它的丑陋--他们只是代为设计决定,从发展的角度看,并非最佳.
作者: 红叶    时间: 2007-1-11 00:20

还卡神呢,连个PS3都搞不定,神个P
去啃MS的臭脚吧,咱S饭不稀罕:D
作者: 猛男乙    时间: 2007-1-11 00:21

引用:
原帖由 网上的final 于 2007-1-10 23:54 发表
偶就勉为其难的翻译一下吧 :D
=====================================================
      quakecon两年前 你非常坚持在你左右不要太兴奋了基调发展为多核心系统. 不只是具体电脑,而且xbox的PlayStation3 ...
天哪...这翻译...
作者: RestlessDream    时间: 2007-1-11 00:58

But the honest truth is that Microsoft dev tools are so much better than Sony’s.

With the PlayStation 3, it’s not even that it’s ugly--they just took a design decision that wasn’t the best from a development standpoint.
作者: west2046    时间: 2007-1-11 06:21

卡神 果然给人喷了!!!
不过发现 喷的厉害的3D人都很强!!:D
作者: dboy99    时间: 2007-1-11 08:38

喷卡神的都是小白
作者: tdkgtm    时间: 2007-1-11 09:07

还好是英文的,大家心情都不会差的
作者: handsomeken    时间: 2007-1-11 09:22

引用:
原帖由 网上的final 于 2007-1-10 23:54 发表
偶就勉为其难的翻译一下吧 :D
=====================================================
      quakecon两年前 你非常坚持在你左右不要太兴奋了基调发展为多核心系统. 不只是具体电脑,而且xbox的PlayStation3 ...
这是翻译吗?……
作者: handsomeken    时间: 2007-1-11 09:25

一段段粗略地翻译下吧,整个翻译太费时间了:D

GI: At QuakeCon two years ago, you were very adamant during your keynote about not being too thrilled about developing for multi-core systems. Not just specifically with PCs, but also the PlayStation 3 and Xbox 360. Now that you’ve been working with both of them since then, have your thoughts changed at all?

GI:在2年前的QuakeCon上,您曾经坚决地表示在多核心系统上做开发工作不会有很大难度,这其中不仅仅指个人电脑,也包括索尼的PS3和Xbox 360。在您已经在两个平台上工作了一段时间的今天,不知道您的看法是否与当时有所不同?

Carmack: Microsoft has made some pretty nice tools that show you what you can make on the Xbox 360. I get a nice multi-frame graph, and I can label everything across six threads and three cores. They are nice tools for doing all of that, but the fundamental problem is that it’s still hard to do. If you want to utilize all of that unused performance, it’s going to become more of a risk to you and bring pain and suffering to the programming side. It already tends to be a long pole in the tent for getting a game out of the door. It’s no help to developers to be adding all of this extra stuff where we can spend more effort on this. We’re going to be incentivized, obviously, to take advantage of the system, because everybody’s going to be doing that. It’s not like anyone’s going to say that it’s impossible to do. People tend to look at it from the up side. It gives you this many more flops and it gives you this much more power to do that. But you have to recognize that there is another edge to that sword, and you will suffer in some ways for dealing with this. I don’t have any expectation that anytime soon, a massive breakthrough will occur that will make parallel programming much easier. It’s been an active research project for many years. Better tools will help and somewhat better programming methodologies will help. One of the big problems with modern game development with CC++ languages is that your junior programmer who’s supposed to be over there working on how the pistol works can’t have one tiny little erase condition that interacts with the background thread doing something. I do sweat about the fragility of what we do with the large-scale software stuff with multiple programmers developing on things, and adding multi-core development makes it much scarier and much worse in that regard.

Carmack:微软为我们提供了一些非常出色的工具用来演示你可以在Xbox360平台上可实现的效果。比如一些很不错的多帧图像,而且我可以在这6个线程和3个核心之间对任何东西作标记。(对计算机图形和硬件了解不多,请谅解;p)。微软提供的工具非常好,但是关键的问题在于要实现这些依旧是十分困难的。如果真的要去应用那些被遗忘的功能那可能就会给编程的工作带来很大的困难。现在游戏开发的过程已经变得越来越长,在我们花大力气也已经可以实现这些东西的时候这些工具对我们的工作并没有多大的助益。很显然因为所有人都在努力使平台的表现更好,我们也会更积极地去更好地发挥这个系统。

[ 本帖最后由 handsomeken 于 2007-1-11 09:42 编辑 ]
作者: 网上的final    时间: 2007-1-11 09:29

你们的语文水平不如我!!
我现在已经能阅读机器翻译了 !!
作者: silverhoof    时间: 2007-1-11 10:49

PS3总体来说最大的设计弊病在于CELL处理器这个选择。
SONY认为,次世代的游戏需要的是大量的CG渲染工作,因此在加强处理能力方面,使用浮点协处理器和一个核心的处理器的非对称多核心结构。但是他们这个估计是否正确呢,事实是,现代的游戏更多需要的还是AI运算,也就是定点运算的分支预测能力。而CELL只有一个核心适合进行这样的运算。而XO则有3个通用处理器内核,在定点运算能力上高出CELL很多。
CELL超强的浮点处理能力的确超越了XO在CG运算上的能力,不过XO的浮点能力已经足以应付目前所有游戏的需要了。而CELL定点运算能力的不足导致有些游戏在PS3上的AI逻辑被削弱。
另外,由于CELL的非对称结构,需要靠代码来非对称的使用各个处理器内核的能力,这对于开发来说无异于一种灾难,直接导致为了得到XO相同的表现,PS3开发成本大大高于XO。
Carmack的选择非常理智,他并不是因为Microsoft有Visual Studio而选择XO,他是因为看到了CELL结构不适合应付目前主流游戏的需求,因此更加倾向XO。就像当年他对DX早期版本嗤之以鼻而坚持OPEN GL一样。
作者: 卡马克    时间: 2007-1-11 10:53

引用:
原帖由 BD 于 2007-1-10 22:05 发表
卡神早就被微软买通了吧,我印象中这个水平的Coder都是有傲骨的,喜欢有挑战性的工作的。

论起开发环境,当然是微软的好,那么多年的Visual Studio白做的?
你才是神
作者: kirbyx    时间: 2007-1-11 10:56

引用:
原帖由 tdkgtm 于 2007-1-10 22:14 发表

他怎么没加入中国国籍?
中国玩火箭犯法。
作者: baggio635193    时间: 2007-1-11 11:03

看来问题还是在CPU上

[ 本帖最后由 baggio635193 于 2007-1-11 13:10 编辑 ]




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