NEWS         TESTS         INTERVIEWS         DOSSIERS         GALLERY 3D         3D SITES
 Q&A Petri Talala
Vice President, Mobile Business Futuremark Corporation
August 2007
 

" Our new offering related to content creation in embedded base opens new era for Futuremark in a sense that we have started to offer great tool to SW companies, game studios and content developers.I[...] Currently most of the embedded devices are offering poor 3D performance. But this will change very soon. Even today some of the high-end phones such as Nokia N95 and iPhone include HW based GPU for mobile 3D and this allows very high-quality graphics capabilities. There is more and more mobile phones out there that supports even SW or HW based OpenGL ES API "

 

 

Q1 Futuremark is well known for benchmark products. Is offering creation tools a new positioning of Futuremark?
A1 Futuremark has been around now 10 years and we started with PC benchmarks then and expanded to mobile benchmarks. Certainly the benchmarks continue to be Futuremark’s focus area where we are well known and where our main customer base still is including many leading and global PC and embedded devices vendors. Our new offering related to content creation in embedded base opens new era for Futuremark in a sense that we have started to offer great tool to SW* companies, game studios and content developers. This is a new target customer base for us and we are very serious of entering this new space with committed investments, resources and strong
roadmap for near future.
   
Q2 What kind of tools do you provide for mobile phones?
A2 At benchmarking site we have tools to measure and analyze OS, Mobile Java, 3D/2D and system specific performance and usability of mobile phones or embedded devices. The new Content Creation Tool Chain (CCTC) for OpenGL ES 2.0 provides customized content creation tools to content developer plus SW-based engine that is capable of running OpenGL ES 2.0 content and it is easy to port target HW platform and mobile phone.
   
Q3 What are the users you are targeting for?
A3

Our primary target customers for CCTC solution are:
• Hardware vendors developing OpenGL ES 2.0 HW. To this target group we can offer optimized content creation tools against their OpenGL ES 2.0 HW so that vendor can share our tools as part of their HW SDK for the purpose of activation of their developer community.
• Game and content developers who have noticed that existing tools (XSI, 3DSMax, Maya) supports more and more only DirectX and therefore it is challenge for them to create content for embedded devices supporting other standards as OpenGL ES. Futuremark CCTC bring tools for this need and game companies can continue to use XSI or Maya and instead of creation of DirectX content and make conversions, Futuremark CCTC is the real-time content pipeline supporting standards and APIs in embedded world.

   
Q4 Are 3D Games on mobile phone a reality? Most of embedded devices provide poor 3D performances?
A4

I fully agree that currently most of the embedded devices are offering poor 3D performance. But this will change very soon. Even today some of the high-end phones such as Nokia N95 and iPhone include HW based GPU for mobile 3D and this allows very high-quality graphics capabilities. There is more and more mobile phones out there that supports even SW or HW based OpenGL ES API and this allows around 10 times better performance with same power consumption compared to Mobile Java 3D (JSR184). So Futuremark strongly sees that 3D mobile games will be leading edge media applications during years 2008-2009. New 3D games with high-quality graphics can offer 50-100% increased revenue / title and the rapid growth of devices in the market that can support new 3D games will change the market so that 3D mobile games in phones becomes a reality.

   
Q5 Developers often use Java for gaming title on mobile market? Is it also the approach of Futuremark for this market?
A5

Java will exist there and new mobile Java 3D API standards will provide better performance and higher 3D graphics quality. Anyhow Futuremark’s approach will be to focus on native and open C++ APIs such as OpenGL ES and OpenVG defined by Khronos Group. These are the interfaces that 3D mobile game companies should support and where the big money will exist. One of the clearest advances of OpenGL ES against mobile Java 3D is much faster performance and better quality with lower power consumption. And power consumption is one the most critical factor to take in consideration always in mobile devices and mobile application/game development.

   
Q6 What are the benefits of using OpenGL ES 2.0? Is there any device supporting this API?
A6

OpenGL ES 2.0 specification was published around 6 months ago. Therefore it takes some time before the 1st mobile phones and devices will be available for end-users. The 1st devices should be available in the market at latter half of 2008. Anyhow all of the leading mobile device vendors are already working in this area and it would be good time to start to develop content and games for OpenGL ES 2.0 also.

Benefits of using OpenGL ES 2.0 are:
• Fully programmable shaders with very realistic 3D effects related to
materials, shadows, lighting, etc…
• Significant reduction of in 3D engine cost and driver complexity

   
Q7 Your solution support 3D assets in Collada format. Collada is not a compressed file, are you also using M3G?
A7

Our content creation tool chain does not currently support M3G, but this can change in the near future. In addition to Collada format we provide our proprietary file format that is streamlined 3D content file format and especially optimized against our own OpenGL ES 2.0 engine. This file format can be also compressed using ETC or other texture compression methods.
In overall we see more and more large vendors to support or require the support for Collada, so it is one large benefit in our CCTC solution to support Collada.

   
Q8 Futuremark announce a good integration with DCC software such as Softimage XSI? How do you help 3D artist for publishing 3D content in your tool chain?
A8 Futuremark CCTC provides custom plug-ins to familiar DCC software that allows the creation of 3D content for embedded devices supporting OpenGL ES 2.0. The biggest benefit of CCTC includes real-time content creation and tracking due to fact that we can bring our 3D engine inside of DCC. The end result is that content developer sees new or updated content in custom engine view real-time when he or she is tuning shader parameters and it looks exactly to same way as it will look in embedded device also. There is no needs for additional compilation rounds a la try, compile, see, try again, compile again and see… So Futuremark CCTC provides efficient tools for content creation.
   
Q9

What are the main differences between mobile games dev and PC games dev?

A9 Money:) It is still much harder to make money of developing mobile game title than PC game title. From development point of view the biggest difference still is that on PC site developer can focus on DirectX and Microsoft OS. In mobile world there still is large platform fragmentation and every mobile phone is unique from developer’s point of view. This affects on huge porting need for different platforms. Fortunately mobile space is moving to right direction with increased support of open and native media acceleration APIs that reduce the fragmentation significantly.
   
   *SW = Software, HW = Hardware
   
 
  Search on 3d-test with Google
      A PROPOS DE 3D-TEST            INFORMATIONS LEGALES               LINKS              TRANSLATE WITH GOOGLE
 
© 2001-2007 3d-test, Panorama of web 3D technologies, 3d-test is edited by Westimages Realtime 3D Solution Provider