Game Developer Conference Report... David Gasior has made a HUGE post to A3D Central regarding what he saw at GDC. This is a very, very good read, so go check it out.
Above is from 3dai.com David Gasior is from Aureal Developer Relations.
A direct link to the article is 3dfiles.com
Full Post Below Game Developers Conference Report By David Gasior
For those of you who don't know, this week marked the 13th Annual Game Developers Conference. Basically one of these big shows like Comdex, but geared toward the game developer. Of course, Aureal had a booth at the show, as well as all the major audio players. Anyway, I thought I would give my own little recap, highlighting what I took away from this show, from an insider's point of view. Please bear in mind that I write this at 12:40 in the morning after leaving the Microsoft party, so my grammar and spelling may not be anywhere near accurate (or English even)!
AUREAL We kicked ass!!! Just kidding. :) We had a nice booth - mid sized. Three game pods were up and showing off Unreal Tournament (with A3D 2.0 support), Slave Zero (with A3D 1.x), Heretic II Enhancement Pack (A3D 2.0), Sin: Wages of Sin (A3D 2.0), and the wavetracing demo (which surprisingly was one of the biggest draws for developers). We also had Flatland in our booth showing off A3D 2.0 in their 3DML engine. We also demoed A3D Pro, our Digidesign Pro Tools plug in for the Mac. And of course, the big thing was the A3D 2.0 SDK.
We had lots of traffic, got the chance to meet a lot of the guys from the web sites (although I was disappointed that Kenn and Thresh from Firing Squad didn't make their way by - or at least I didn't see them), and met with more developers than I will ever remember to email when I get back to the office. I am so bad with names; I hope they will forgive me when I totally forget who they were! People were extremely friendly and seemed very impressed. Like I said, everyone loved the wavetracing demo. Unreal Tournament was kinda cool too. :) On top of that, we probably gave out about 1000 SDKs for A3D 2.0. I think we're going to see some really cool A3D 2.0 titles. Gosh, there are so many I wish I could just spill the beans on, but arggghh ... soon, grasshopper, soon ...
One of the highlights that sticks out for me was having Mark Rein (one of the creators of Unreal, from Epic Games) sitting in our pod playing Unreal Tournament. He really was doing a great job of showing off UT for us. The game looks great, and our initial A3D 2.0 support sounded great as well. But just watching Mark sitting there playing was simply fantastic.
The other highlight was having Jake Simpson (talented programmer for Heretic II) playing Heretic II in our pod. He was spawning monsters and using the sword-like weapon to just start slicing through them. He was flipping and spinning Corvus all around; it was like watching one of those great martial arts movies. Not that Jackie Chan stuff, but real serious martial arts. It was great.
We held a sponsored session on A3D 2.0. We had let one of our software partners borrow a set of speakers that we were going to use for our first session (we had two scheduled) so we had to borrow some ourselves for the first session, but when we plugged the speakers into our session demo system, it fried the hard drive! So, unfortunately, we had to cancel that session. David Sparks and two other employees of Creative Labs came to our sponsored session, but didn't ask any questions or stick around afterwards.
CREATIVE LABS I could write pages and pages about Creative Labs, but I'll just pick the more interesting things.
1) EAX Session: I attended the EAX session (hosted by Creative and presented by David Sparks) with our Developer Support Manager. After getting past the few jokes the other attendees made about us being there, the session got under way. It was way too long and David unfortunately seemed out of his element. Apparently, Jean-Marc Jot, the Chief 3D Audio Scientist, was supposed to give the talk but something happened and David gave it instead. Not that he was bad - just that he wasn't quite sure of some things. There was a lot of information provided, but it was more a high level overview. What I found the most interesting were:
- EAX 2.0 kind of went away since everything in it is in I3DL2, so the EAX 2.0 drivers Creative will release in April will be I3DL2-compatible, although they seemed a little unsure about this. EAX 3.0 will be the next step, with a full SDK to be released at Creativity in May 1999. Creativity is a Creative-sponsored event that is invitation-only, so I'll be waiting for mine. :)
- David was very good about *not* bashing the geometrical model that Aureal is using; he simply said that Creative did not think it was the best way to do it. Fair enough. He pointed out why Creative feels their statistical model is better. However (and this is a BIG however), in order to do occlusions and obstructions, the programmer will need to use room geometry. Creative will expose "small knobs" for the developer to create the occlusion effect they want, but while EAX can create the effect, it will still be up to the developer to program in an occlusion engine! Currently, EAX has no mechanism for doing this automatically like A3D 2.0's wavetracing engine can. The burden falls on the developer to track the sources and the listener and determine if there is an object between them that will occlude or obstruct sound, then use tweak values to create the effect. Presumably, this must be done for each frame! So much for geometry being overkill! To me, this completely validates our model and engine.
- One of the developers asked about using multiple reverbs at the same time. Apparently (according to Dave), doing more than one reverb on the 10k1 is currently too much for the chip to handle. I found this shocking considering how they love to boast about MIPS and being programmable.
- In discussing how EAX works, David (and Jean-Marc, who was there) re-iterated that you do need to open DS3D buffers in order to apply EAX effects to them, but you don't actually need to position the sources. So, while a game boasts EAX, and technically is using DS3D, it doesn't mean there will be 3D audio - just 3D buffers created. EAX cannot be applied to 2D buffers.
- One of the slides mentioned that EAX 3.0 will now have "no need for presets". So, while the 26 EAX presets will remain, they can be fully tweaked.
- EAX 3.0 will most likely be proprietary to Creative Labs; the question was sort of skirted with a "we're not sure right now, but we think so" kind of answer.
So that was the session. I found it very interesting, and while some of the material on the slides were innacurate (at least in how it related to us, in the case of the geometrical model), I am certianly glad I attended. Also note that I and my colleague also did not ask any questions although we did stick around, leading to number 2 ...
2) Meeting with Creative. I got the chance to talk to one of my counterparts over at Creative, Liam. Like me, Liam has the title of Evangelist, and we both have the same goal - convince people to use our stuff. Simple enough. Liam was very nice, very friendly, commented on my newsgroup postings, and invited us back to the Creative booth for a demonstration. He also wanted to get a demonstration of our stuff, so we arranged for it all to happen.
I had already been to the Creative booth earlier in the day and gotten a cool reception from the staff (I guess the Aureal logo on my shirt wasn't what they wanted to see). But when we went back, it was much nicer. In addition to getting a demo of the occlusions, we also met with Bill, another Creative Evangelist. (Apparently, they have more evangelists than the Church of Latter Day Saints!!!) Anyway, the demo sounded very cool, much like our wavetracing demo without the reflections. Although, occlusions are occlusions; nothing too fancy there. Their new FPS2000 speakers looked cool, and they sounded nice, although it was very hard to hear over the noise in the area, especially with their DVD stuff a few feet from us. They had a lot in their large booth, but I think it was too much - it was really impossible to hear the audio they were trying to demo.
Anyway, David had touched on it briefly in the EAX session, but Liam and Bill mentioned that Creative was totally revamping their HRTF usage in a future driver update and that all four speakers would get HRTF filtering. My colleague asked if they would be doing crosstalk cancellation as well, but they didn't know the answer so they pulled over Jean-Marc. Then I got real confused. :) We asked Jean-Marc (who is very French, by the way, and his English seemed slightly broken) about the new 4 speaker setup and he said that it was doing HRTF filtering on all four speakers, so we asked about the crosstalk cancellation and he said no, they weren't. So my colleague said something like "oh, so you'll be doing crosstalk cancellation on the front, and HRTFs on all four" and Jean-Marc told us no, HRTF filtering was only on the front speakers. Considering that Creative doesn't do any HRTF filtering at all in 4 speaker mode right now, I though the Evangelists may have been confused, or maybe Jean-Marc misunderstood us. But then Jean-Marc gave a little smile, and basically said "Why would you want to do HRTF on all four speakers? There is really no need." So I was totally confused! I think Jean-Marc might have just misunderstood us, but we let it go.
So, anyway, then we got a demo of the new S3 Savage 4 board they are doing, and I have to say that their demo was much nicer than S3's demo. The texture compression they were showing in Half-Life looked so great, and the speed at which it was running was phenomenal. I personally prefer quality over quantity so I wasn't paying any attention to frame rate, but the game never hiccupped and looked awesome. Moving on, we went and grabbed some beers (lots of drinking this week, let me tell ya) and took Liam and Bill back to our booth to recruit them. Naw, just teasing. We brought them over to give them the demo. Basically, we looked at Heretic II, and chatted some more over the beers.
Liam had made a comment to me that he never goes to a developer and tells them not to support A3D. He feels (like I do really) that if a game developer wants to support A3D and EAX, then he should. Game developers should be doing whatever it takes to sell their game, and if supporting as many standards as possible does that, then by all means do it. I actually believe Liam was telling the truth, and I think that's great because that means that the end users benefit more. Bill and I also had a nice discussion about supporting each other's technology - I brought up the Dave Rossum interview where Dave mentioned that for us to support EAX, we had to submit samples to Creative. I told him I found that extremely hypocritcal considering Creative's emulation of A3D without providing us with samples. Since Bill and I were talking informally, I won't go into specifics of that conversation, but we also talked about a few other points about each other's hardware/software that "irked" us, and I came away understanding more from their side. I certainly hope they understood more from my perspective as well. I think the biggest thing is that we both want the same things: to provide good products, to further quality 3D audio on the PC, and to make money.
Personally, I would like to see Creative and Aureal settle their differences and play more nicely together, because I think together we can continue to leapfrog each other pushing the audio technology far beyond what it is now.
Now before it seems like I'm getting all chummy and mushy over Creative, I will say that my initial reception at Creative was very cool - plenty of stares. And I was also very disappointed that I left my business card with someone in their booth to give to Chris Owens because I did want to meet him and say hi as he and I have shared numerous newsgroup postings and email discussions, and unfortunately, it just didn't happen. Chris, you bastard! :) There were also some other stupid little squabbles between the two camps, but whatever ... moving on ...
3) Perfect scenario. This was just the best situation I could have asked for. I'm in our booth speaking with a reviewer from a larger site/publication and I'm doing the spiel about A3D and Vortex and the like and all the while, there are two Creative Labs guys sitting at our game pod playing Heretic II. Now you have to understand they look just like us. Our shirts are exactly the same except for ours have an Aureal logo - theirs have the Creative one. But the logos aren't that big, so at first glance, or from the side, you won't notice. So anyway, he and I are talking and eventually we got to EAX vs A3D - why are we better? And he brought up the Dave Rossum interview where Dave had said that while Aureal may be doing things more realistically, they've found that their perception model is preferred bu users. He said he wondered how Creative could justify that line of thinking when most reviewers are giving the nods to A3D 2.0 and the MX300. I told him I wasn't sure either, and directed his attention over to the Heretic II game pod, and pointed out the two Creative Labs employees in full Creative outfits sitting there playing the game - huge smiles on their faces commenting on how cool it was and how great it sounded. It was perfect. He laughed, and I hope he makes comment on it because it was just the best.
Anyway, to wrap up Creative, I want to thank Liam and Bill for taking the time to chat and demo for us. Hopefully, we'll see and talk to them again, because while we still are competitors, its much nicer when everyone is friendly in this community.
SENSAURA Peter Clare kicked my ass for calling ignorant!!! :P Actually, the folks at Sensaura were great. Peter (who did bring up my comment about him, though jokingly) and Adam and Neela were all very friendly and demoed their MultiDrive technology for us. After hearing it, I've decided to go work for them now. Woo, I'm getting really punchy now that its 1:30 in the morning!!! But seriously, their effect was very nice. I can't say it was better or worse than ours, but it is certainly better than any of our other competitors (who basically have sucked). I'd love to do some A/B comparisons with our stuff. As I said in a previous post, I hope their partnership with ESS doesn't doom them since ESS continually churns out crap. Sensaura shared a small booth with ESS, and while Canyon3D was all over the booth, I don't know if they had any for demo or not. Didn't really talk to anyone from ESS, although I did meet two of their team at the Microsoft party. (When you're trashed, everyone's a friend!)
Again, I want to thank Peter, Adam, and Neela for their time as well. They had the funniest t-shirts too.
VLSI Not much to say about them other than they are either really really stupid, or I just kept walking by at the wrong time. Seriously, every time I walked by their little booth (which was about 20 feet behind ours), they were demoing the game Forsaken. Hey, there's a great idea - show off your new chipset, dubbed the first true 3D audio accelerator (I know, ESS says the same thing about Canyon 3D - let em fight it out), with a game that doesn't support 3D audio!!! I was with a friend (not in the gaming or audio industries) who I went around with for an hour today just to show him around and get free t-shirts (the real reason anyone goes to these things) and sent him up to ask if it was a special version of Forsaken (maybe they got 3D audio put in it for them) and they tolf him it was the retail version that he could buy in the store. He listened to it and told me it sounded crappy. He has the Xitel Storm Platinum card, so he knows what A3D sounds like. I didn't bother listening myself because I think its going to die a quick death soon anyway.
TRIDENT Not there. No one cares. Don't buy a 4DWave chipset-based sound card. Really.
CRYSTAL Not there. Wish they were since I used to really like their chipsets, but I think Cirrus is just killing them off.
YAMAHA I think they had a suite for press and OEM only - no real display. So I didn't check them out.
AND JUST SOME GAMES ... Quake III - looked very cool Unreal Tournament - looked very cool Prince of Persia 3D - looked very cool Drakan - looked cool (when it didn't lock up on ATI's systems) Homeworld - my friend was just in awe!
And with that, its 2:20 in the morning. I hope you enjoyed a little look at GDC, from the perspective of someone other than your average reviewer. The future of PC audio continues to look great.
Now I'm going to go sleep until Monday! :)
------------------------------------------------------------ David A Gasior h: dgasior@home.com Developer Relations, Aureal w: dgasior@a3d.com ------------------------------------------------------------ Please note that this post reflects my own opinions, and not necessarily those of my employer. If they want to share any thoughts, they can post their own messages! :) |