Unreal Engine 3 compiled to asm.js
Subject: Editorial, Mobile | May 7, 2013 - 12:07 AM | Scott Michaud
Tagged: unreal engine, firefox, asm.js
Over the weekend we published a post which detailed Javascript advancements to position the web browser as a respectable replacement for native code. Asm.js allows for C-like languages to be compiled into easily optimized script executed at near native performance on asm.js-aware browsers, but are still functional as plain Javascript otherwise. If you wish to see a presentation about asm.js and compiling native code into web code, check out an online slideshow from Alon Zakai of Mozilla.
If, on the other hand, you wish to see an example of a large application compiled for the browser: would Unreal Engine 3 suffice?
Clearly a computer hardware website would take the effort required to run a few benchmarks, and we do not disappoint. Epic Citadel was run in its benchmark mode in Firefox 20.0.1, Firefox 22.0a2, and Google Chrome; true, it was not run for long on Chrome before the tab crashed, but you cannot blame me for trying.
Each benchmark was run at full-screen 1080p "High Performance" settings on a PC with a Core i7 3770, a GeForce GTX 670, and more available RAM than the browser could possibly even allocate. The usual Firefox framerate limit was removed; they were the only tab open on the same fresh profile; the setting layout.frame_rate.precise was tested in both positions because I cannot keep up what the state of requestAnimationFrame callback delay is; and each scenario was performed twice and averaged.
Firefox 20.0.1
- layout.frame_rate.precise true: 54.7 FPS
- layout.frame_rate.precise false: 53.2 FPS
Firefox 22.0a2 (asm.js)
- layout.frame_rate.precise true: 147.05 FPS
- layout.frame_rate.precise false: 144.8 FPS
Google Chrome 26.0.1410.64
- Crashy-crashy
For Unreal Engine 3 compiled into Javascript we notice an almost 3-fold improvement in average framerate with asm.js and the few other tweaks to rendering, Javascript, and WebGL performance between Firefox 20 and 22. I would say that is pretty enticing for developers who are considering compiling into web standards.
It is also very enticing for Epic as well. A little over a month ago, Mark Rein and Tim Sweeney of Epic were interviewed by Gamasutra about HTML5 support for Unreal Engine. Due in part to the removal of UnrealScript in favor of game code being scripted in C++, Unreal Engine 4 will support HTML5. They are working with Mozilla to make the browser a reasonable competitor to consoles; write once, run on Mac, Windows, Linux, or anywhere compatible browsers can be found. Those familiar with my past editorials know this excites me greatly.
So what do our readers think? Comment away!
NVIDIA Shows Unreal Engine 3 Running On Windows RT Tablet
Subject: Mobile | August 29, 2012 - 03:45 PM | Matt Smith
Tagged: unreal engine, tegra 3, tablet, nvidia, gaming
One of the reasons why I have hope for Windows RT is its gaming potential. Microsoft has been hit-or-miss with its gaming projects, but when it succeeds, it really knocks it out of the park – see DirectX, the Xbox 360 and Microsoft’s digital distribution via its console. Bringing Windows to tablets could make life easier for game developers in that space and offer a wider selection of mature titles rather than mobile-focused games, which often (in my opinion) feel watered down and look underwhelming.
NVIDIA showcased this potential at IFA 2012 by demonstrating a Windows RT tablet (with Tegra 3 hardware, of course) running Unreal Engine 3. The tablet is shown playing the NVIDIA “Epic Citiadel” demo which we saw at the editor’s day conference used to debut the GTX 680 earlier this year. Quality details are probably reduced compared to the version that ran on the GTX 680 (it’s hard to tell in the video) but it still looks excellent and runs smoothly.
The demonstration highlighted the fact this isn’t some one-off or stripped-down version of the engine designed only for mobile devices. It’s a port of the existing Unreal Engine 3 engine used to make Windows PC games, which means developers shipping games that use UE3 should have minimal trouble porting their game to a Windows 8 RT tablet. Mark Rein, president of Epic Games, stated that Windows 8 RT code is now available to UE3 licenesees. It’ll be interesting to see which game developer is first to jump on board.
The tablet in the video is an ASUS Vivo Tab RT, an upcoming Windows 8 RT tablet with an 11.6” IPS display with 1366x768 resolution and a Tegra 3 SoC. A tablet like this could be a compelling mobile gaming device if the games become available. I’ve got my fingers crossed.
